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House Rules - How to Play Diplomacy Options · View
Mighty G
Posted: Thursday, April 30, 2009 3:12:19 PM
 Tribunus laticlavius

One Year Membership MedalTwo Year Membership Medal

Joined: 12/3/2007
Posts: 2,218
Location: Land of the Bunyip
HOUSE RULES

Most house rules are set by the website which hosts them, i play over Redscape.com and there Rules are based more around a 'come and go' group of players. As we have a fairly tight group of warmongers here at Ederon' ALOT of the rules listed at redscape should not affect us. So for the moment i will abstain from setting any major rules.

The Rules i will list are more or less confined for Non submission of order/retreats/builds and also regarding victory conditions.

Retreats & Adjustments
************************

If a player fails to submit Movement orders for any given Movement phase, all respective units for that player are forced to "Hold".

If a player fails to submit Retreat orders for any given Retreat phase, the unit(s) in question will be automatically moved, and the retreat province determined by the GM, in the following order:

A. Retreat into supply center towards Power's home country
B. Retreat into any adjacent supply center
C. Retreat towards Power's home country, non-supply center
D. Retreat to any valid space

If while using the method above, two or more equal provinces exist, the province will be determined alphabetically-first.

If a player is entitled to a Build and fails to submit Build orders for any given adjustment phase, new units will automatically be constructed on each valid supply center, alphabetically-first, as permitted, as follows:

If a Power begins the game with three or more units and all home supply centers are coastal, then the Power builds Fleets by default. Otherwise, the Power automatically builds Armies by default.

If a player fails to submit Disbandment orders and must disband, the unit(s) in question will be disbanded by the GM in the following order:

A. Unit furthest from the Power's home country, non-supply center
B. Unit in the Power's home country, non-supply center
C. Unit in a supply center furthest from the Power's home country
D. Unit in the Power's home supply center

A player will automatically be removed from the game for failing to submit orders in any two consecutive Movement phases.

A player will automatically be removed from the game for failing to submit orders in any Movement phase within the first game year.

A player may NOT be removed from the game for failing to submit orders for any number of Retreat or Adjustment phases without express rules to the contrary from the GM before the game begins.


Abandonment & Civil Disorder
************************

If a player abandons or is removed from the game, the GM may opt to seek a replacement.

As per Player Restrictions, a player eliminated as one Power may NEVER return to the same game as another power without express permission from the GM and unanimous approval by the players.

Replacement players are NOT entitled to an automatic deadline extension to submit orders or conduct opening negotiations.

Any Power in possession of supply centers - but without a player - is in Civil Disorder.

If a Power remains in Civil Disorder for any two consecutive Movement phases, that Power must remain in Civil Disorder for the remainder of the game; at that point, no replacement player may ever assume command of the abandoned Power.

A Power in Civil Disorder has all remaining units "hold" each Movement phase.

A Power in Civil Disorder can never build new units, regardless if it has sufficient supply centers to do so.

If a unit of a Power in Civil Disorder is ever dislodged from its space, it is automatically destroyed.


Endgame
************************

Each game has its own victory conditions criteria, determined by the GM. Play continues until one of the following occurs:

the Victory Conditions are met,
a designated Turn Limit is reached,
a Draw Proposal is agreed upon,
a Victory Proposal is agreed upon

All Powers will finish a game in one of six possible standings:

Solo Victory
A Power which meets or exceeds a game's Victory Conditions, and with the best result of all other Powers simultaneously meeting those conditions, will have achieved a Solo Victory.

Win (Variant)
A Power which meets or exceeds a game's Victory Conditions, but due to the variant rules is to share the victory with at least one other Power, will have achieved a Win.

Draw
Powers which agree to end a game without a declared winner share equally in a Draw.

Survival
Powers which finish the game with at least one supply center in which another Power achieved a Solo Victory or Win, are said to have Survived the conflict.

Elimination
If a Power has no supply centers remaining, it has been Eliminated.

Civil Disorder
If a Power has centers remaining but no player, it is in Civil Disorder.


In the event that two or more Powers simultaneously meet or exceed the victory conditions, the following tie breaker formulas are applied:

Supply Center
If the victory condition was based on acquiring a requisite number of Supply Centers, then play continues until one Power emerges with 1 or more centers over any other Power (while still meeting the minimum Supply Center victory conditions) at the end of any Winter phase.

Turn Limit
If the victory condition was based on a Turn Limit, then play continues for one additional year, with the Power holding the most supply centers at that time declared the winner. In the event of another tie, all Powers share equally in a Draw.


Players may wish to call for a draw when the conflict has become tedious or exhaustive and there is no prospective victor in sight.


Procedure for a Draw Proposal

1. One player must contact the GM for a Draw Proposal

2. GM announces a Draw Proposal has been made with the next adjudication results

3. Players must contact the GM within 48 hours with a "yes" vote to end the game or a "no" vote to continue the conflict. Eliminated players do not get to vote

4. If the players unanimously agree to the Draw Proposal, the game ends immediately with all remaining Powers sharing equally in the Draw (known as DIAS - Draw Includes All Survivors). Any Power which objects to the Draw Proposal will force the game to continue. Any power which abstains from voting or otherwise fails to tender a vote will have its vote counted as "yes"

In alll cases:

Player identities in the Draw Proposal(s) must be kept secret.
There can only be one Draw Proposal made per game year.


Victory by one Power may be imminent and the remaining Powers may decide to give up the ghost and call for a Victory Proposal in favor of the leading player.

Procedure for a Victory Proposal

1. One player contacts the GM for a Victory Proposal

2. GM announces a Victory Proposal has been made with the next adjudication results

3. Players must contact the GM within 48 hours with a "yes" vote to end the game or a "no" vote to continue the conflict. Eliminated players do not get to vote

4. If the players unanimously agree to the Victory Proposal, the game ends immediately with the proposed Power attaining a Solo Victory. Any Power which objects to the Victory Proposal will force the game to continue. Any power which abstains from voting or otherwise fails to tender a vote will have its vote counted as "yes"


In all cases:

Player identities in the Victory Proposal(s) must be kept secret.
The Power specified in the Victory Proposal does not get to vote.
There can be only one Victory Proposal made per game year.

If you want a vision of the future, imagine a boot stamping on a human face - forever.
George Orwell

Mighty G
Posted: Thursday, April 30, 2009 3:27:35 PM
 Tribunus laticlavius

One Year Membership MedalTwo Year Membership Medal

Joined: 12/3/2007
Posts: 2,218
Location: Land of the Bunyip
HOW TO PLAY

This document should answer all your questions, if it does not feel free to ask me any questions.

HOW TO PLAY DIPLOMACY <----- A MUST READ FOR YOU DIP NOOBS, 2.5MB PDF


REALPOLITIK This is the tool i use to plug in the orders, you can also download and use it to test your strategies and theories and to project your plans so you can visualise a bit better.


ORDERS FORMAT

http://realpolitik.sourceforge.net/Orders_Format.html

I will be leniant with how Orders are submitted for this 1st game realising that most of you have never played Dip before but this might give you a better idea of how simple it is.



Some other useful guides.

Diplomacy Strategies

Diplomatic Pouch



If you want a vision of the future, imagine a boot stamping on a human face - forever.
George Orwell

cueball
Posted: Thursday, April 30, 2009 3:33:04 PM
 Tribunus laticlavius

Forum Supporter Medal 1st ClassOne Year Membership MedalTwo Year Membership MedalInspiring Poster '08 AwardAuthor of 10000th Post

Joined: 11/30/2007
Posts: 2,501
Location: Canaduh
Movement... are we allowed to move navies along the coast into an adjacent province, or must it first be moved in the sea zone and then into the province?

For a straighforward copy over zip version go here: Goerings Delay -- NZQS -- 1.3b.rar

The Mod can also be set up with the Jones Generic Mod Enabler and has worked fine in that mode in my tests. This version has everything in it, 1.3beta, JSGME and the East is Red patch, and can be installed straight to your Armageddon 1.2 (ZBLV) folder without disrupting vanilla at all. It has the 1.3beta exe update and JGSME Mod system right in it. Just unzip to your main doomsday folder, copy the contents of the folder, then past into the main folder, then enable the mod using the JSGME system. Once you execute the JSGME it is pretty self-explanatory: EIR NZQS --ARMA 1.3beta complete 1.3b

Small patch from XTPS or NZQS 1.2 to NZQS 1.3b: Goering EIR -- Patch 1.3b

It would be a dangerous folly for the British people to underrate the enduring position in world history which Mussolini will hold; or the amazing qualities of courage, comprehension, self-control and perseverance which he exemplifies.

Sir Winston -- 1937
Mighty G
Posted: Thursday, April 30, 2009 3:38:57 PM
 Tribunus laticlavius

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Joined: 12/3/2007
Posts: 2,218
Location: Land of the Bunyip
Im just trying to upload the free pdf. how to play guide now.

It should answer all of your questions.

(yes navies may move to adjacent lands, you dont have to goto sea.) Some provinces however are bi-coastal. Spain, St Petersburgh, Bulgaria and are unique.

If you want a vision of the future, imagine a boot stamping on a human face - forever.
George Orwell

sonofliberty
Posted: Friday, May 01, 2009 2:33:25 PM
Free Man

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Joined: 3/5/2007
Posts: 4,329
Just downloaded. Now reading. Hopefully ready this evening, morning at latest.

"We hold these truths to be self-evident, that all men are created equal, that they are endowed by their Creator with certain unalienable Rights, that among these are Life, Liberty and the pursuit of Happiness. -- That to secure these rights, Governments are instituted among Men, deriving their just powers from the consent of the governed, -- That whenever any Form of Government becomes destructive of these ends, it is the Right of the people to alter or to abolish it, and to institute new Government, laying its foundation on such principles and organizing its powers in such form, as to them shall seem most likely to effect their Safety and Happiness."

There is a new game on the way Project Blitzkrieg
hiensen
Posted: Friday, May 01, 2009 7:51:20 PM
 Generalleutnant

One Year Membership MedalTwo Year Membership MedalAuthor of 18000th Post

Joined: 1/27/2008
Posts: 1,331
Location: Pau, France
Damn another law book to read (aka house rules ) you cursed me ? Tongue
cueball
Posted: Friday, May 01, 2009 8:28:12 PM
 Tribunus laticlavius

Forum Supporter Medal 1st ClassOne Year Membership MedalTwo Year Membership MedalInspiring Poster '08 AwardAuthor of 10000th Post

Joined: 11/30/2007
Posts: 2,501
Location: Canaduh
It's eacsy really, once you get the hang of it. There are like three possible orders and that is about it.

The "Realpolitik" tool (actually a mini game) that MG posted a link for should help you figure it out fairly fast. I have been using it to familiarize myself with the game again, and I found it quite useful.

For a straighforward copy over zip version go here: Goerings Delay -- NZQS -- 1.3b.rar

The Mod can also be set up with the Jones Generic Mod Enabler and has worked fine in that mode in my tests. This version has everything in it, 1.3beta, JSGME and the East is Red patch, and can be installed straight to your Armageddon 1.2 (ZBLV) folder without disrupting vanilla at all. It has the 1.3beta exe update and JGSME Mod system right in it. Just unzip to your main doomsday folder, copy the contents of the folder, then past into the main folder, then enable the mod using the JSGME system. Once you execute the JSGME it is pretty self-explanatory: EIR NZQS --ARMA 1.3beta complete 1.3b

Small patch from XTPS or NZQS 1.2 to NZQS 1.3b: Goering EIR -- Patch 1.3b

It would be a dangerous folly for the British people to underrate the enduring position in world history which Mussolini will hold; or the amazing qualities of courage, comprehension, self-control and perseverance which he exemplifies.

Sir Winston -- 1937
Mighty G
Posted: Saturday, May 02, 2009 7:47:53 AM
 Tribunus laticlavius

One Year Membership MedalTwo Year Membership Medal

Joined: 12/3/2007
Posts: 2,218
Location: Land of the Bunyip
Yep, have a quick read of the PDF i posted the link to hiensen, and have a look at the REALPOLITIK program i posted.

If you want out just confirm and ill find another player.

As cueball said there are about 3 moves you can actually do and it is VERY VERY easy. 99.9% of the game is your 'diplomacy' with the other players and either working with or preferably stabbing them One Tooth Grin ........It takes all of 20 seconds to submit your orders for each phase...... depending on how much diplomacy you have done of course.

If you want a vision of the future, imagine a boot stamping on a human face - forever.
George Orwell

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