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		<id>http://www.dipwiki.com/index.php?title=Balkans1860&amp;diff=4323</id>
		<title>Balkans1860</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Balkans1860&amp;diff=4323"/>
		<updated>2017-09-14T13:15:29Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: /* Variant Description: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Variant Created by:  Benjamin Hester&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://nairenvorbeck.angelfire.com/ Homepage:]  &lt;br /&gt;
&lt;br /&gt;
=== Variant Description: ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Balkans1860Rev1Names.gif|thumb|850px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Starting Positions====&lt;br /&gt;
&lt;br /&gt;
Italy - Forest Green, I&amp;lt;br&amp;gt;&lt;br /&gt;
Greece - Blue, G&amp;lt;br&amp;gt;&lt;br /&gt;
Austria-Hungary - Crimson, A&amp;lt;br&amp;gt;&lt;br /&gt;
Serbia - Charcoal, S&amp;lt;br&amp;gt;&lt;br /&gt;
Romania - Yellow, R&amp;lt;br&amp;gt;&lt;br /&gt;
Bulgaria - Teal, B&amp;lt;br&amp;gt;&lt;br /&gt;
The Ottoman Empire - Olive, T&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Variant Rules====&lt;br /&gt;
&lt;br /&gt;
Balkans1860 Variant Rules, Revision 1.  Homepage: http://nairenvorbeck.angelfire.com/ &lt;br /&gt;
&lt;br /&gt;
The Balkans 1860 variant is a historical transplant of Hasbro/Avalon Hill's Diplomacy to the Balkans region, (almost) historically accurate to the year 1860.  The Balkans 1860 Variant conforms to the standard rules of Hasbro/Avalon Hill's Diplomacy in most every way, with the few exceptions listed below.  The standard rules are NOT copied here, and all players of the Balkans 1860 Variant are assumed to own or expected to purchase the Rules of Diplomacy (or better yet, the full game) through Hasbro/AH, as I did.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
Turns move from Spring to Fall just like standard Diplomacy, and the first turn is Spring 1860.  Abbreviations are often not at all what you might expect them to be because of the significant number of provinces that share the same first three letters (i.e. Tirana/Tiraspol, Burgas/Burgas Bay, Salonika/Salzburg)  Be sure to check the names feature on Realpolitik.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
Palermo and Catanzaro are land contiguous, as are Bursa and Salonika, though they appear separated by water on the map.  Both Armies and Fleets may cross from one of these territories directly to the other.  Movement by fleets through the surrounding sea zones is unaffected.  The &amp;quot;bridges&amp;quot; on the map indicate this movement.  Istanbul is one single territory that lies on both sides of the Sea of Marmara.  An army in Istanbul may move to Bursa, Edirne, and Salonika.  A Fleet in Istanbul may move to Black Sea, Bosporus, Bursa, Edirne, Salonika, and the Sea of Marmara.  Athens is a territory with a canal in it, the Corinth canal.  It is not bi-coastal.  The closest comparison to Standard is Kiel.  Fleets and armies may move through Athens in any direction, but must stop in the territory of Athens.  (i.e. F Gulf of Taranto to Saronic Gulf is *not* a valid order).&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
All other rules conform to Standard Diplomacy.  19 SCs = solo victory.  &lt;br /&gt;
&lt;br /&gt;
====Commentary====&lt;br /&gt;
&lt;br /&gt;
For those that have longed for an Austria position that isn’t burdened by 20-1 against odds, dreamed of leading the Greek rebellion against Ottoman domination, or yearned to try their hand as Garibaldi leading the Italian unification, the long-awaited hour is at hand.  In Balkans1860, I invite the  &lt;br /&gt;
seasoned marshals of the WWI map to try their hand at changing the course of history and stabilizing the Balkans before WWI unfolds.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
Balkans 1860 is a historical snapshot variant of southeastern Europe, roughly as it appeared in 1860.  There are a few slight anomalies from any exact period in history, but then again, most such variants do have a few of these for the sake of gameplay, and this one is no exception.  The map actually represents a 10 year spread between 1860 to 1870.  I will spare you the laborious task of reading them all here; suffice it to say, I have done my best to reflect history accurately while creating a balanced and playable variant.  The map, rules, Realpolitik files, and all other documentation needed to play can be found at http://nairenvorbeck.angelfire.com.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whch brings us to an overview of the belligerents…&lt;br /&gt;
&lt;br /&gt;
*Italy&lt;br /&gt;
&lt;br /&gt;
The snapshot of Italy in this variant is intended to capture the spirit of its formative stage, as Giuseppe Garibaldi led armies through the peninsula, occasionally restrained by the political considerations and edicts from Torino.  Accordingly, Torino, Firenze, and Napoli are the starting Italian SCs, while the key centers of Roma, Venezia, and Palermo are vacant SCs, representing key hold outs that were not yet integrated into the Italian  &lt;br /&gt;
state (refer to the disclaimer above regarding the start year of the variant)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While they possess a beautiful edge position on this map (negating the historical influence of France and Spain), Italy nonetheless faces significant early threats from Austria-Hungary, Greece, and possibly Serbia in this variant.  By design, both Austria-Hungary and Greece have the potential to contest Italy for SCs within their sphere of influence - Venezia and Palermo, respectively.  Greece can even choose to force their way into Palermo in the first year if sufficient forces are dedicated to the effort, and Austria-Hungary can often seize superior positioning in the second year against Venezia if F Trieste moves out to the Gulf of Venezia. So Italian players must  &lt;br /&gt;
typically chose to negotiate a settlement on one of these fronts, and focus their attacks on the other - all the while maintaining a defense at home, as their peninsula is particularly vulnerable to invasion by convoys.  An alliance of both Greece and Austria-Hungary to partition Italy is a particularly lethal combination, and sends the Italian scurrying over to the Serbian embassy for assistance.&amp;lt;br&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
*Austria-Hungary&lt;br /&gt;
&lt;br /&gt;
In Balkans1860, Austria-Hungary is no longer the underdog position players loathe to play.  Here, AH is a contender from the start, although they retain vulnerabilities on several fronts that Standard Diplomacy players will find familiar.  AH's attentions in the first two game years are typically directed towards Italy and Serbia, her closest neighbours.  Both have the potential of reaching AH home SCs in the first year, and an alliance of the two can lead to an early elimination for the AH player.  Careful diplomacy is needed to ensure that never comes to pass.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Should the AH player navigate those stormy seas, they often find a Romanian ready to kick in their door from the east by the second or third year.  But take heart - AH has ample growth opportunities, as Agram can be guaranteed against all but the most coordinated Italian/Serbian attacks, and Salzburg is also likely to fall under their sway.  In rare circumstances, Kolosvar or Venezia can be captured, but such open aggression is not often rewarded, and such gains come at the expense of a defensible core position.  Far better for AH to negotiate a stable alliance with one or two of Italy, Serbia, and Romania and focus their growth in that direction.  Of all positions in Balkans1860, AH rewards the alliance player.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Serbia&lt;br /&gt;
&lt;br /&gt;
Serbia is reminiscent of Austria-Hungary in Standard Diplomacy in that they are &lt;br /&gt;
vulnerable on almost all fronts, but begin the game in a veritable minefield of SCs as compensation.  With sufficient negotiation, a three SC gain in the first year is not uncommon, but does require the Serb to tip his hand against either the Italians or the Greeks to find a new haven for F Cetinje.  It is also not uncommon for the Serbs to come into direct contact with every player on the map in the first year, excluding only the Ottomans and maybe Italy, though in the latter case the two surely have much to discuss in negotiations.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
Accordingly, the Serbs typically opt to expand slowly in all directions (Sarajevo to the west and Bitola or Tirana in the south) as they gauge the intentions of their rivals.  Often, using F Cetinje to support a potential ally yields a higher payoff over the long term than a direct assault on Agram or Tirana - as it is usually not in the Serbs' best interests to see any one power dominate the seas.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
*Greece&lt;br /&gt;
&lt;br /&gt;
Greece, like Italy, is displayed in its formative stages in Balkans1860.  Here we see the rebellion of Kalamata, after it has spread north to Athens and Larisa.  The Greek player is then faced with a choice to continue down the historical path and seize Salonika and Heraklion from the Ottoman domains, or perhaps turn west instead and claim Palermo as the start of an Italian invasion.  North is also an option, and rich spoils await at Serb or  &lt;br /&gt;
Bulgarian expense, though I would counsel against neglecting both the Ottomans and the Italians for very long.  Of all the positions, Greece is the most likely to find her fortunes at sea, and should consider building a heavy concentration of fleets accordingly.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some special attention should be paid to the territory of Athens.  It functions very similar to Kiel in Standard, in that I have included the Corinth Canal in this variant (somewhat anachronistically by about 30 years).  For example, this means that a fleet could sequentially move from the Saronic Gulf to Athens to the Gulf of Taranto, and an army could likewise move from Agrinio to Athens to Patrai.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Romania&lt;br /&gt;
&lt;br /&gt;
Now, we turn our attentions to Romania, another edge position powerhouse of the variant.  Romania is alone on the map insofar as *none* of their potential gains in the first year can truly be guaranteed.  That said, at the very least, Kolosvar usually falls under their sway in the first year, and Sevastopol is not uncommon either.  From a strategic perspective, Romania is one of the three players involved in the Black Sea fight, and is typically the player most interested in dominating that region, as two of their home SCs lie along the coast.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
This leads a Romanian player into an alliance with either the  &lt;br /&gt;
Ottomans or Bulgaria against the third party (and fervent efforts to ensure that they are not the third party.)  Meanwhile, the majority of their spoils are to be found overland, and all three of AH, Serbia, and Bulgaria are valid targets, though Serbia is often spared due to Romanian fears of becoming sandwiched between AH and Bulgarian holdings.&amp;lt;br&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
*Bulgaria&lt;br /&gt;
&lt;br /&gt;
Speaking of Bulgaria, we arrive at the most diplomatically intensive position on the map.  It is imperative for Bulgaria to form an early alliance and overpower either Romania or the Ottomans as they attempt to fight their way to a corner position on the map.  Early wars with Serbia or Greece are highly unadvisable, though some squabbling over borders with both is almost inevitable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A Serb/Bulgarian/Greek triple is a potent alliance combination, similar to the Central Powers pact in Standard.  A wise Bulgarian player would be careful not to reveal those intentions early however, as that would almost certainly prompt an Ottoman/Romanian counteralliance that can be fatal.  Despite their vulnerabilities, the Bulgarians have rich prospects available both to the north and south if they are capable of forging the right alliances needed to exploit their enemies.  &lt;br /&gt;
 &lt;br /&gt;
*Ottoman Empire&lt;br /&gt;
&lt;br /&gt;
The Ottoman Empire shares a similar situation with Turkey in Standard.  The Ottomans enjoy a very secure corner position, but extremely limited early  &lt;br /&gt;
growth opportunities.  Salonika is the only reasonably guaranteed gain, though it is advisable to occupy with A Ankara if possible to retain options against either Bulgaria or Greece.  Heraklion is a tempting target, but cannot be forcibly taken from the Greeks if both F Kal and F Ath are dedicated to the task.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Viable alliance options are available with both Greece and Bulgaria, and to an extent Romania as well, though this route is usually an act of desperation against Greek/Bulgarian attack.  Achieving dominance in the Black Sea is desirable, though it can be just as effective to play off Bulgaria and Romania against one another indefinitely while rebuilding the Ottoman Mediterranean empire.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
So I hope that this brief overview has whetted some appetites for a game, and that you enjoy the experience.  If interested in playing or running a game of Balkans1860, please contact me at Screwtape777 AT gmail DOT com.  &lt;br /&gt;
&lt;br /&gt;
Thanks!&lt;br /&gt;
B. &lt;br /&gt;
&lt;br /&gt;
Benjamin Hester is the Diplomacy Variant Workshop (DVWorkshop-subscribe@yahoogroups.com)  &lt;br /&gt;
list owner, and designer of the Sengoku, South American Supremacy, Dark Ages,  &lt;br /&gt;
and Balkans1860 variants.&lt;br /&gt;
&lt;br /&gt;
[[Image:Balkans1860Rev1Names.gif|center|850px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Variant]]&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Sengoku&amp;diff=4322</id>
		<title>Sengoku</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Sengoku&amp;diff=4322"/>
		<updated>2017-08-22T15:00:15Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sengoku Jidai Variant Rules, Version 6DP  &amp;lt;br&amp;gt;&lt;br /&gt;
[http://nairenvorbeck.angelfire.com/ Homepage:]  &lt;br /&gt;
&lt;br /&gt;
[[Image:SengokuRev6DP.gif|center|850px]]&lt;br /&gt;
&lt;br /&gt;
=== Variant Description: ===&lt;br /&gt;
&lt;br /&gt;
Sengoku Jidai Variant Rules, Version 6(DP)  Homepage: http://nairenvorbeck.angelfire.com&lt;br /&gt;
&lt;br /&gt;
Sengoku Jidai Variant Rules, Version 6(DP)  Homepage: http://www.dipwiki.com&lt;br /&gt;
&lt;br /&gt;
The Sengoku Jidai Variant is a historical transplant of Hasbro/Avalon Hill's Diplomacy to medieval Japan. The Sengoku Jidai Variant conforms to the standard rules of Hasbro/Avalon Hill's Diplomacy in most every way, with the few exceptions listed below. The standard rules are NOT copied here, and all players of the Sengoku Jidai Variant are assumed to own or expected to purchase the Rules of Diplomacy (or better yet, the full game) through Hasbro/AH, as I did. Turns move from Spring to Fall just like standard Diplomacy, and the first turn is Spring 1570. &lt;br /&gt;
&lt;br /&gt;
Abbreviations are often not at all what you might expect them to be because of the significant number of provinces that share the same first three letters (i.e. Echigo, Echizen, Izumo, Izu, Yamashiro, Yamato, and all those that share their name with a body of water e.g. Tosa, Tosa Bay etc.) Be sure to check the names feature on Realpolitik. &lt;br /&gt;
&lt;br /&gt;
Units may be built on any vacant supply center that you have held for a fall. (i.e. all SCs controlled by players are considered their &amp;quot;home supply centers&amp;quot; for the purpose of building units - Chaos Builds.) Bizen and Sanuki are considered land contiguous, as are Nagato and Chikuzen, Iyo and Bungo, Iyo and Suo, Mikawa and Shima, and Awa and Kii, though they appear separated by water on the map. Both Armies and Fleets may cross from one of these territories directly to the other. Movement by fleets through the surrounding sea zones is unaffected. The six dark borders indicate these &amp;quot;bridges&amp;quot; on the map. The area containing the nameplate of the variant is impassable (though it appears to be a sea zone - this is for aesthetics only). &lt;br /&gt;
&lt;br /&gt;
In addition to the 8 players of this variant, there are neutral territories, represented by White on the map. Each neutral territory is occupied by a neutral unit that may be ordered to either hold or support another unit by using Diplomacy Points (DP). &lt;br /&gt;
&lt;br /&gt;
Every spring and fall, each player in the game receives 1 Diplomacy Point for each SC controlled (up to a maximum of 3) to use to influence the actions of the neutral units on the map. Each season, players may submit up to three orders (hold or support only) for the various neutral units as if they were their own, and assign up to 2 of their total DP points to each order. During adjudication, the order that received the most total DP points for a particular unit is carried out. Any other orders submitted with fewer DP points are not carried out, and those DP points are lost. A unit must receive at least 1 DP point to execute an order. Units receiving no DP points hold. Neutral units, like any other, may have their support cut by an attacking unit, and may be supported to hold by other neutrals or players. Neutral units are *not* subject to the self-dislodgement rule - meaning that a neutral unit *may* support a player to dislodge another neutral unit.  (i.e. each neutral unit is treated like a separate player).  Neutral units are disbanded immediately if dislodged, but rebuilt at the end of the year if the territory is not occupied. Once occupied, the territory becomes a standard SC, and never reverts to a neutral again. &lt;br /&gt;
&lt;br /&gt;
Victory is declared when one Daimyo has control of 21 SCs, or all other players concede defeat. Unlike previous versions, all types of draw proposals are now acceptable. Have fun and welcome to 16th Century Japan!&lt;br /&gt;
&lt;br /&gt;
=== Commentary: ===&lt;br /&gt;
&lt;br /&gt;
* Shimazu Yoshihisa - (S, Light Green, Southern Kyushu) &lt;br /&gt;
&lt;br /&gt;
One of the most ancient and well-established families among the daimyo of the Sengoku Jidai.  Benefits from a defensible corner position on the map, but can be slow to develop.  Conquest of the neutrals in Bungo (Otomo Sorin) and Hizen (Ryuzoji Takanobu) is a common objective.  A full attack by Mori and Chosokabe spells disaster for the Shimazu.&lt;br /&gt;
&lt;br /&gt;
* Mori Motonari - (R, Blue, Western Honshu)&lt;br /&gt;
&lt;br /&gt;
An upstart daimyo, formerly a retainer to his slain master of the Ouchi family.  Inherited his former master's holdings and developed them to become the strongest opponent of Nobunaga's successor, Toyotomi Hideyoshi.  Must avoid cooperation between Shimazu and Asakura at all costs.  Surrounded by neutrals, Mori does better to support some of them as buffers, rather than picking them off.  Vulnerable to attack by Shimazu and Asakura, and to a lesser extent, Chosokabe.  &lt;br /&gt;
&lt;br /&gt;
* Chosokabe Motochika - (C, Olive, Shikoku)&lt;br /&gt;
&lt;br /&gt;
Dominant on his home island of Shikoku, Chosokabe struggles to build influence on Honshu or Kyushu.  Development of ground forces is a top priority.  Benefits most from either the destruction of Shimazu, or a solid alliance with him, although the division of Mori spoils often tends to favor Shimazu.  Tensions over the vulnerable Suo Sea and wealthy Bizen should not preclude cooperation with Mori.&lt;br /&gt;
&lt;br /&gt;
* Asakura Yoshikage - (A, Orange, North-Central Honshu)&lt;br /&gt;
&lt;br /&gt;
Surrounded by neutral armies and resource-poor lands, Asakura must choose early to move decisively either north or south along the coast of Honshu.  Splitting attentions between Mori and Uesugi leads to an early downfall.  Alliance with Oda is common, but more often, the two simply agree to leave one another alone rather than coordinate attacks.  Uesugi can pose a serious challenge if Takeda allows him to grow unchecked.  Takeda proves to be a worthy ally, especially in an alliance against Uesugi or Oda.&lt;br /&gt;
&lt;br /&gt;
* Oda Nobunaga - (D, Red, South-Central Honshu)&lt;br /&gt;
&lt;br /&gt;
The first of the three great unifiers of Japan, Oda Nobunaga rose from humble beginnings in the resource-poor province of Owari to dominate the heartland of Honshu.  He was the daimyo that unseated the Ashikaga Emperor in Kyoto, Yamashiro province.  Like Asakura, Oda must move decisively in one direction early in the game to succeed, while using diplomacy to secure the other front.  A negotiated peace with Asakura, Takeda, or Hojo usually determines the focus of Oda's attacks.  &lt;br /&gt;
&lt;br /&gt;
* Takeda Shingen - (T, Dark Green, Northern Interior Honshu)&lt;br /&gt;
&lt;br /&gt;
Perhaps the most beloved and famous of the Sengoku daimyo, Takeda Shingen led the famed mounted samurai of Kai, whose superior tactics were dominant for many years over infantry wielding the European arquebus.  The frequent opponent of Uesugi, Hojo, and Oda historically, Takeda's hopes for victory lie in early aggression to restrain Uesugi and/or Hojo from claiming their otherwise easy builds.  An early spoiler attack from Takeda will crush the hopes of the other northern powers.  &lt;br /&gt;
&lt;br /&gt;
* Uesugi Kenshin - (U, Grey, Northwestern Coastal Honshu)&lt;br /&gt;
&lt;br /&gt;
Historically, the downfall of Uesugi was that his strength was spent on the battlefields of Kawanakajima (North Shinano) rather than focused on the shogunate.  His many battles with Takeda were the undoing of both great daimyo, and so it is in this game.  A negotiated settlement with Takeda is priceless, albeit difficult to achieve.  Cooperation with Hojo yields significant benefit, although the two powers can do little to aid each other initially - and often come into conflict over the ownership of neutral Hitachi (whose daimyo, Satake Yoshishige, was powerful in his own right).&lt;br /&gt;
&lt;br /&gt;
* Hojo Ujiyasu - (H, Teal, Northeastern Coastal Honshu)&lt;br /&gt;
&lt;br /&gt;
One of the last daimyo to fall before the mighty army of Toyotomi Hideyoshi, Oda Nobunaga's successor.  If left uncontested, the Hojo will quickly rise to dominate the Kanto region of Japan.  The potential for rapid initial gains can be easily negated by Takeda aggression however, and Oda poses a serious obstacle to southern conquests.  If trust can be built, alliance with Takeda is potentially the most profitable.&lt;br /&gt;
&lt;br /&gt;
=== Start Position Map: ===&lt;br /&gt;
&lt;br /&gt;
[[Image:SengokuRev6DPStartMap.png|center|1050px]]&lt;br /&gt;
&lt;br /&gt;
=== Names Map: ===&lt;br /&gt;
&lt;br /&gt;
[[Image:SengokuRev6DPNames.png|center|1050px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Variant]]&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Sengoku&amp;diff=4321</id>
		<title>Sengoku</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Sengoku&amp;diff=4321"/>
		<updated>2017-08-22T14:59:22Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sengoku Jidai Variant Rules, Version 6DP  &amp;lt;br&amp;gt;&lt;br /&gt;
[http://nairenvorbeck.angelfire.com/ Homepage:]  &lt;br /&gt;
&lt;br /&gt;
[[Image:SengokuRev6DP.gif|center|850px]]&lt;br /&gt;
&lt;br /&gt;
=== Variant Description: ===&lt;br /&gt;
&lt;br /&gt;
Sengoku Jidai Variant Rules, Version 6(DP)  Homepage: http://nairenvorbeck.angelfire.com&lt;br /&gt;
&lt;br /&gt;
Sengoku Jidai Variant Rules, Version 6(DP)  Homepage: http://www.dipwiki.com&lt;br /&gt;
&lt;br /&gt;
The Sengoku Jidai Variant is a historical transplant of Hasbro/Avalon Hill's Diplomacy to medieval Japan. The Sengoku Jidai Variant conforms to the standard rules of Hasbro/Avalon Hill's Diplomacy in most every way, with the few exceptions listed below. The standard rules are NOT copied here, and all players of the Sengoku Jidai Variant are assumed to own or expected to purchase the Rules of Diplomacy (or better yet, the full game) through Hasbro/AH, as I did. Turns move from Spring to Fall just like standard Diplomacy, and the first turn is Spring 1570. &lt;br /&gt;
&lt;br /&gt;
Abbreviations are often not at all what you might expect them to be because of the significant number of provinces that share the same first three letters (i.e. Echigo, Echizen, Izumo, Izu, Yamashiro, Yamato, and all those that share their name with a body of water e.g. Tosa, Tosa Bay etc.) Be sure to check the names feature on Realpolitik. &lt;br /&gt;
&lt;br /&gt;
Units may be built on any vacant supply center that you have held for a fall. (i.e. all SCs controlled by players are considered their &amp;quot;home supply centers&amp;quot; for the purpose of building units - Chaos Builds.) Bizen and Sanuki are considered land contiguous, as are Nagato and Chikuzen, Iyo and Bungo, Iyo and Suo, Mikawa and Shima, and Awa and Kii, though they appear separated by water on the map. Both Armies and Fleets may cross from one of these territories directly to the other. Movement by fleets through the surrounding sea zones is unaffected. The six dark borders indicate these &amp;quot;bridges&amp;quot; on the map. The area containing the nameplate of the variant is impassable (though it appears to be a sea zone - this is for aesthetics only). &lt;br /&gt;
&lt;br /&gt;
In addition to the 8 players of this variant, there are neutral territories, represented by White on the map. Each neutral territory is occupied by a neutral unit that may be ordered to either hold or support another unit by using Diplomacy Points (DP). &lt;br /&gt;
&lt;br /&gt;
Every spring and fall, each player in the game receives 1 Diplomacy Point for each SC controlled (up to a maximum of 3) to use to influence the actions of the neutral units on the map. Each season, players may submit up to three orders (hold or support only) for the various neutral units as if they were their own, and assign up to 2 of their total DP points to each order. During adjudication, the order that received the most total DP points for a particular unit is carried out. Any other orders submitted with fewer DP points are not carried out, and those DP points are lost. A unit must receive at least 1 DP point to execute an order. Units receiving no DP points hold. Neutral units, like any other, may have their support cut by an attacking unit, and may be supported to hold by other neutrals or players. Neutral units are *not* subject to the self-dislodgement rule - meaning that a neutral unit *may* support a player to dislodge another neutral unit.  (i.e. each neutral unit is treated like a separate player).  Neutral units are disbanded immediately if dislodged, but rebuilt at the end of the year if the territory is not occupied. Once occupied, the territory becomes a standard SC, and never reverts to a neutral again. &lt;br /&gt;
&lt;br /&gt;
Victory is declared when one Daimyo has control of 21 SCs, or all other players concede defeat. Unlike previous versions, all types of draw proposals are now acceptable. Have fun and welcome to 16th Century Japan!&lt;br /&gt;
&lt;br /&gt;
=== Commentary: ===&lt;br /&gt;
&lt;br /&gt;
* Shimazu Yoshihisa - (S, Light Green, Southern Kyushu) &lt;br /&gt;
&lt;br /&gt;
One of the most ancient and well-established families among the daimyo of the Sengoku Jidai.  Benefits from a defensible corner position on the map, but can be slow to develop.  Conquest of the neutrals in Bungo (Otomo Sorin) and Hizen (Ryuzoji Takanobu) is a common objective.  A full attack by Mori and Chosokabe spells disaster for the Shimazu.&lt;br /&gt;
&lt;br /&gt;
* Mori Motonari - (R, Blue, Western Honshu)&lt;br /&gt;
&lt;br /&gt;
An upstart daimyo, formerly a retainer to his slain master of the Ouchi family.  Inherited his former master's holdings and developed them to become the strongest opponent of Nobunaga's successor, Toyotomi Hideyoshi.  Must avoid cooperation between Shimazu and Asakura at all costs.  Surrounded by neutrals, Mori does better to support some of them as buffers, rather than picking them off.  Vulnerable to attack by Shimazu and Asakura, and to a lesser extent, Chosokabe.  &lt;br /&gt;
&lt;br /&gt;
* Chosokabe Motochika - (C, Olive, Shikoku)&lt;br /&gt;
&lt;br /&gt;
Dominant on his home island of Shikoku, Chosokabe struggles to build influence on Honshu or Kyushu.  Development of ground forces is a top priority.  Benefits most from either the destruction of Shimazu, or a solid alliance with him, although the division of Mori spoils often tends to favor Shimazu.  Tensions over the vulnerable Suo Sea and wealthy Bizen should not preclude cooperation with Mori.&lt;br /&gt;
&lt;br /&gt;
* Asakura Yoshikage - (A, Orange, North-Central Honshu)&lt;br /&gt;
&lt;br /&gt;
Surrounded by neutral armies and resource-poor lands, Asakura must choose early to move decisively either north or south along the coast of Honshu.  Splitting attentions between Mori and Uesugi leads to an early downfall.  Alliance with Oda is common, but more often, the two simply agree to leave one another alone rather than coordinate attacks.  Uesugi can pose a serious challenge if Takeda allows him to grow unchecked.  Takeda proves to be a worthy ally, especially in an alliance against Uesugi or Oda.&lt;br /&gt;
&lt;br /&gt;
* Oda Nobunaga - (D, Red, South-Central Honshu)&lt;br /&gt;
&lt;br /&gt;
The first of the three great unifiers of Japan, Oda Nobunaga rose from humble beginnings in the resource-poor province of Owari to dominate the heartland of Honshu.  He was the daimyo that unseated the Ashikaga Emperor in Kyoto, Yamashiro province.  Like Asakura, Oda must move decisively in one direction early in the game to succeed, while using diplomacy to secure the other front.  A negotiated peace with Asakura, Takeda, or Hojo usually determines the focus of Oda's attacks.  &lt;br /&gt;
&lt;br /&gt;
* Takeda Shingen - (T, Dark Green, Northern Interior Honshu)&lt;br /&gt;
&lt;br /&gt;
Perhaps the most beloved and famous of the Sengoku daimyo, Takeda Shingen led the famed mounted samurai of Kai, whose superior tactics were dominant for many years over infantry wielding the European arquebus.  The frequent opponent of Uesugi, Hojo, and Oda historically, Takeda's hopes for victory lie in early aggression to restrain Uesugi and/or Hojo from claiming their otherwise easy builds.  An early spoiler attack from Takeda will crush the hopes of the other northern powers.  &lt;br /&gt;
&lt;br /&gt;
* Uesugi Kenshin - (U, Grey, Northwestern Coastal Honshu)&lt;br /&gt;
&lt;br /&gt;
Historically, the downfall of Uesugi was that his strength was spent on the battlefields of Kawanakajima (North Shinano) rather than focused on the shogunate.  His many battles with Takeda were the undoing of both great daimyo, and so it is in this game.  A negotiated settlement with Takeda is priceless, albeit difficult to achieve.  Cooperation with Hojo yields significant benefit, although the two powers can do little to aid each other initially - and often come into conflict over the ownership of neutral Hitachi (whose daimyo, Satake Yoshishige, was powerful in his own right).&lt;br /&gt;
&lt;br /&gt;
* Hojo Ujiyasu - (H, Teal, Northeastern Coastal Honshu)&lt;br /&gt;
&lt;br /&gt;
One of the last daimyo to fall before the mighty army of Toyotomi Hideyoshi, Oda Nobunaga's successor.  If left uncontested, the Hojo will quickly rise to dominate the Kanto region of Japan.  The potential for rapid initial gains can be easily negated by Takeda aggression however, and Oda poses a serious obstacle to southern conquests.  If trust can be built, alliance with Takeda is potentially the most profitable.&lt;br /&gt;
&lt;br /&gt;
[[Image:SengokuRev6DPStartMap.png|center|1050px]]&lt;br /&gt;
&lt;br /&gt;
[[Image:SengokuRev6DPNames.png|center|1050px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Variant]]&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=File:SengokuRev6DPNames.png&amp;diff=4320</id>
		<title>File:SengokuRev6DPNames.png</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=File:SengokuRev6DPNames.png&amp;diff=4320"/>
		<updated>2017-08-22T14:58:39Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: Sengoku Rev6DP with full names.  Note numbered space names in title box.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sengoku Rev6DP with full names.  Note numbered space names in title box.&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Sengoku&amp;diff=4319</id>
		<title>Sengoku</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Sengoku&amp;diff=4319"/>
		<updated>2017-08-22T14:54:28Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: /* Variant Description: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sengoku Jidai Variant Rules, Version 6DP  &amp;lt;br&amp;gt;&lt;br /&gt;
[http://nairenvorbeck.angelfire.com/ Homepage:]  &lt;br /&gt;
&lt;br /&gt;
[[Image:SengokuRev6DP.gif|center|850px]]&lt;br /&gt;
&lt;br /&gt;
=== Variant Description: ===&lt;br /&gt;
&lt;br /&gt;
Sengoku Jidai Variant Rules, Version 6(DP)  Homepage: http://nairenvorbeck.angelfire.com&lt;br /&gt;
&lt;br /&gt;
Sengoku Jidai Variant Rules, Version 6(DP)  Homepage: http://www.dipwiki.com&lt;br /&gt;
&lt;br /&gt;
The Sengoku Jidai Variant is a historical transplant of Hasbro/Avalon Hill's Diplomacy to medieval Japan. The Sengoku Jidai Variant conforms to the standard rules of Hasbro/Avalon Hill's Diplomacy in most every way, with the few exceptions listed below. The standard rules are NOT copied here, and all players of the Sengoku Jidai Variant are assumed to own or expected to purchase the Rules of Diplomacy (or better yet, the full game) through Hasbro/AH, as I did. Turns move from Spring to Fall just like standard Diplomacy, and the first turn is Spring 1570. &lt;br /&gt;
&lt;br /&gt;
Abbreviations are often not at all what you might expect them to be because of the significant number of provinces that share the same first three letters (i.e. Echigo, Echizen, Izumo, Izu, Yamashiro, Yamato, and all those that share their name with a body of water e.g. Tosa, Tosa Bay etc.) Be sure to check the names feature on Realpolitik. &lt;br /&gt;
&lt;br /&gt;
Units may be built on any vacant supply center that you have held for a fall. (i.e. all SCs controlled by players are considered their &amp;quot;home supply centers&amp;quot; for the purpose of building units - Chaos Builds.) Bizen and Sanuki are considered land contiguous, as are Nagato and Chikuzen, Iyo and Bungo, Iyo and Suo, Mikawa and Shima, and Awa and Kii, though they appear separated by water on the map. Both Armies and Fleets may cross from one of these territories directly to the other. Movement by fleets through the surrounding sea zones is unaffected. The six dark borders indicate these &amp;quot;bridges&amp;quot; on the map. The area containing the nameplate of the variant is impassable (though it appears to be a sea zone - this is for aesthetics only). &lt;br /&gt;
&lt;br /&gt;
In addition to the 8 players of this variant, there are neutral territories, represented by White on the map. Each neutral territory is occupied by a neutral unit that may be ordered to either hold or support another unit by using Diplomacy Points (DP). &lt;br /&gt;
&lt;br /&gt;
Every spring and fall, each player in the game receives 1 Diplomacy Point for each SC controlled (up to a maximum of 3) to use to influence the actions of the neutral units on the map. Each season, players may submit up to three orders (hold or support only) for the various neutral units as if they were their own, and assign up to 2 of their total DP points to each order. During adjudication, the order that received the most total DP points for a particular unit is carried out. Any other orders submitted with fewer DP points are not carried out, and those DP points are lost. A unit must receive at least 1 DP point to execute an order. Units receiving no DP points hold. Neutral units, like any other, may have their support cut by an attacking unit, and may be supported to hold by other neutrals or players. Neutral units are *not* subject to the self-dislodgement rule - meaning that a neutral unit *may* support a player to dislodge another neutral unit.  (i.e. each neutral unit is treated like a separate player).  Neutral units are disbanded immediately if dislodged, but rebuilt at the end of the year if the territory is not occupied. Once occupied, the territory becomes a standard SC, and never reverts to a neutral again. &lt;br /&gt;
&lt;br /&gt;
Victory is declared when one Daimyo has control of 21 SCs, or all other players concede defeat. Unlike previous versions, all types of draw proposals are now acceptable. Have fun and welcome to 16th Century Japan!&lt;br /&gt;
&lt;br /&gt;
=== Commentary: ===&lt;br /&gt;
&lt;br /&gt;
* Shimazu Yoshihisa - (S, Light Green, Southern Kyushu) &lt;br /&gt;
&lt;br /&gt;
One of the most ancient and well-established families among the daimyo of the Sengoku Jidai.  Benefits from a defensible corner position on the map, but can be slow to develop.  Conquest of the neutrals in Bungo (Otomo Sorin) and Hizen (Ryuzoji Takanobu) is a common objective.  A full attack by Mori and Chosokabe spells disaster for the Shimazu.&lt;br /&gt;
&lt;br /&gt;
* Mori Motonari - (R, Blue, Western Honshu)&lt;br /&gt;
&lt;br /&gt;
An upstart daimyo, formerly a retainer to his slain master of the Ouchi family.  Inherited his former master's holdings and developed them to become the strongest opponent of Nobunaga's successor, Toyotomi Hideyoshi.  Must avoid cooperation between Shimazu and Asakura at all costs.  Surrounded by neutrals, Mori does better to support some of them as buffers, rather than picking them off.  Vulnerable to attack by Shimazu and Asakura, and to a lesser extent, Chosokabe.  &lt;br /&gt;
&lt;br /&gt;
* Chosokabe Motochika - (C, Olive, Shikoku)&lt;br /&gt;
&lt;br /&gt;
Dominant on his home island of Shikoku, Chosokabe struggles to build influence on Honshu or Kyushu.  Development of ground forces is a top priority.  Benefits most from either the destruction of Shimazu, or a solid alliance with him, although the division of Mori spoils often tends to favor Shimazu.  Tensions over the vulnerable Suo Sea and wealthy Bizen should not preclude cooperation with Mori.&lt;br /&gt;
&lt;br /&gt;
* Asakura Yoshikage - (A, Orange, North-Central Honshu)&lt;br /&gt;
&lt;br /&gt;
Surrounded by neutral armies and resource-poor lands, Asakura must choose early to move decisively either north or south along the coast of Honshu.  Splitting attentions between Mori and Uesugi leads to an early downfall.  Alliance with Oda is common, but more often, the two simply agree to leave one another alone rather than coordinate attacks.  Uesugi can pose a serious challenge if Takeda allows him to grow unchecked.  Takeda proves to be a worthy ally, especially in an alliance against Uesugi or Oda.&lt;br /&gt;
&lt;br /&gt;
* Oda Nobunaga - (D, Red, South-Central Honshu)&lt;br /&gt;
&lt;br /&gt;
The first of the three great unifiers of Japan, Oda Nobunaga rose from humble beginnings in the resource-poor province of Owari to dominate the heartland of Honshu.  He was the daimyo that unseated the Ashikaga Emperor in Kyoto, Yamashiro province.  Like Asakura, Oda must move decisively in one direction early in the game to succeed, while using diplomacy to secure the other front.  A negotiated peace with Asakura, Takeda, or Hojo usually determines the focus of Oda's attacks.  &lt;br /&gt;
&lt;br /&gt;
* Takeda Shingen - (T, Dark Green, Northern Interior Honshu)&lt;br /&gt;
&lt;br /&gt;
Perhaps the most beloved and famous of the Sengoku daimyo, Takeda Shingen led the famed mounted samurai of Kai, whose superior tactics were dominant for many years over infantry wielding the European arquebus.  The frequent opponent of Uesugi, Hojo, and Oda historically, Takeda's hopes for victory lie in early aggression to restrain Uesugi and/or Hojo from claiming their otherwise easy builds.  An early spoiler attack from Takeda will crush the hopes of the other northern powers.  &lt;br /&gt;
&lt;br /&gt;
* Uesugi Kenshin - (U, Grey, Northwestern Coastal Honshu)&lt;br /&gt;
&lt;br /&gt;
Historically, the downfall of Uesugi was that his strength was spent on the battlefields of Kawanakajima (North Shinano) rather than focused on the shogunate.  His many battles with Takeda were the undoing of both great daimyo, and so it is in this game.  A negotiated settlement with Takeda is priceless, albeit difficult to achieve.  Cooperation with Hojo yields significant benefit, although the two powers can do little to aid each other initially - and often come into conflict over the ownership of neutral Hitachi (whose daimyo, Satake Yoshishige, was powerful in his own right).&lt;br /&gt;
&lt;br /&gt;
* Hojo Ujiyasu - (H, Teal, Northeastern Coastal Honshu)&lt;br /&gt;
&lt;br /&gt;
One of the last daimyo to fall before the mighty army of Toyotomi Hideyoshi, Oda Nobunaga's successor.  If left uncontested, the Hojo will quickly rise to dominate the Kanto region of Japan.  The potential for rapid initial gains can be easily negated by Takeda aggression however, and Oda poses a serious obstacle to southern conquests.  If trust can be built, alliance with Takeda is potentially the most profitable.&lt;br /&gt;
&lt;br /&gt;
[[Image:SengokuRev6DPStartMap.png|center|1050px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Variant]]&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Dark_Ages&amp;diff=2509</id>
		<title>Dark Ages</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Dark_Ages&amp;diff=2509"/>
		<updated>2014-03-28T14:08:18Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Variant Created by:  Benjamin Hester&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:DarkAgesV4Start.png|center|850px]]&lt;br /&gt;
&lt;br /&gt;
====Starting Positions====&lt;br /&gt;
&lt;br /&gt;
The Gaels - Forest Green, G (in Ireland)&amp;lt;br&amp;gt;&lt;br /&gt;
The Scots - Blue, C (in Scotland)&amp;lt;br&amp;gt;&lt;br /&gt;
The Bretons - Crimson, B (in Wales)&amp;lt;br&amp;gt;&lt;br /&gt;
The AngloSaxons - Olive, A (in southern England)&amp;lt;br&amp;gt;&lt;br /&gt;
The Danes - Orange, D (in Denmark)&amp;lt;br&amp;gt;&lt;br /&gt;
The Norse - Charcoal, N (in Norway)&amp;lt;br&amp;gt;&lt;br /&gt;
The Swedes - Teal, S (in Sweden)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Variant Rules====&lt;br /&gt;
&lt;br /&gt;
Dark Ages Variant Rules, Version 4.  Homepage: http://www.dipwiki.com&lt;br /&gt;
&lt;br /&gt;
The Dark Ages Variant is a historical transplant of Hasbro/Avalon Hill's Diplomacy game to the North Sea region in 825 AD.  &lt;br /&gt;
&lt;br /&gt;
The Dark Ages variant conforms to the standard rules of Hasbro/Avalon Hill's Diplomacy in most every way, with the few exceptions listed below.  The standard rules are NOT copied here, and all players of the Dark Ages Variant are assumed to own or expected to purchase the Rules of Diplomacy (or better yet, the full game) through Hasbro/AH, as I did.  &lt;br /&gt;
&lt;br /&gt;
Turns move from Spring to Fall just like standard Diplomacy, and the first turn is Spring 825 AD.  Players take control of one of the seven major nations in the North Sea area, the Gaels, Scots, Britons, Anglo-Saxons, Danes, Norse, or Swedes.  &lt;br /&gt;
&lt;br /&gt;
Please check the names feature of Realpolitik for accepted abbreviations of territory names.  &lt;br /&gt;
&lt;br /&gt;
Special territories:&lt;br /&gt;
&lt;br /&gt;
Somerset, Jelling and Lappland are bi-coastal territories, similar to Spain or Bulgaria in Standard.  &lt;br /&gt;
&lt;br /&gt;
The Island of Man and Roskilde are similar to Constantinople in Standard in most respects.  Armies and Fleets may move directly from Jelling, to Roskilde, to Skane, and vice versa.  This is indicated on the map with the brown and black &amp;quot;bridges.&amp;quot;  Unlike Constantinople though, Fleets MAY move directly from Kattegat to Bay of Reric (and vice versa) - they may move around Roskilde.  A fleet in Roskilde may NOT convoy.  The Isle of Man functions in a similar manner, as do the sea zones around it.&lt;br /&gt;
&lt;br /&gt;
Zetland is a single land SC depicted on the map as an island group.  Everything inside the small blue circle is a single space, i.e. the four small islands and the small amount of water around them are all one space (similar to Cebu in Colonial).  Zetland is bordered at sea by Scapa Flow, Norwegian Sea, Rogaland Coast, and Moray Firth.  It is not adjacent by land to any other territory, though Zetland may be occupied by an army (via convoy) or by a fleet.  &lt;br /&gt;
&lt;br /&gt;
Finally, the Eider River, which forms the border between Ribe and Saxony, is navigable by fleets.  This means that a fleet in Ribe or a fleet in Saxony may move to either the North Frisian Coast, or the Bay of Reric.  These two sea zones are *not* adjacent to one another - i.e. a fleet in Bay of Reric must first travel to either Ribe or Saxony, and then on to North Frisian Coast in the following turn.  Neither Ribe or Saxony is bi-coastal.&lt;br /&gt;
      &lt;br /&gt;
There are 37 total SCs on the map.  Solo victory is declared when one nation has control of 19 SCs (simple majority).  Have fun and happy raiding!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:DarkAgesV4StartNames.png|center|850px]]&lt;br /&gt;
&lt;br /&gt;
====Commentary====&lt;br /&gt;
&lt;br /&gt;
The Dark Ages variant was released in late 2007 as part of my relentless quest to become the most prolific variant designer around.  (I only have three others completed, so I’m sure I have a ways to go before I can claim that title.)  Since that time, the variant has undergone three playtests (in ACD and DC) and four revisions.&lt;br /&gt;
&lt;br /&gt;
Dark Ages is a simple map translation variant – meaning none of the core rules of Diplomacy have changed at all, only the map and the roles that the players assume.  Which, in the case of Dark Ages, are the Gaels, Scots, Bretons, Anglo-Saxons, Danes, Norse, and Swedes, roughly as they were in the year of our Lord, 825.  Some concessions to gameplay at the expense of historical accuracy have been made, but these have been limited to the greatest extent possible.  The layout of the North Sea region lends itself readily to the intent of the variant – to emphasize naval action and fill the map with opportunities for convoys.  This is the age of Viking and Germanic invasions by sea, and the variant is designed to capture that spirit.&lt;br /&gt;
&lt;br /&gt;
The next section of this article will provide the first-time player of Dark Ages (which encompasses 99.9+% of the human race) with a brief overview of the variant and its opening strategies.   &lt;br /&gt;
&lt;br /&gt;
* The Gaels -&lt;br /&gt;
&lt;br /&gt;
The Gaelic position is most similar to Britain in Standard.  The Gaels begin the game fairly secure in their island home that we know today as Ireland.  While they enjoy considerable defensive advantages, their early opportunities for expansion are somewhat less than their immediate neighbours.&lt;br /&gt;
&lt;br /&gt;
While the Gaels have a variety of targets available to them in the first year, only the Isle of Man can be guaranteed to fall under their sway.  Beyond that, expansion will almost surely bring them into conflict with either the Scots or Bretons, and possibly the Anglo-Saxons as well.  &lt;br /&gt;
&lt;br /&gt;
Alliance with the Bretons should yield a negotiated settlement that allows the Gaels to peacefully occupy Lancaster, usually in exchange for a DMZ in Cardigan Bay and support into Cornwall.  If the Gaels lend F Leinster to support a Breton campaign against the Anglo-Saxons, and the Bretons reciprocate with an army headed north through Deira, these two powers can make quick work of the western theater.  If the Norse can be convinced to challenge the Scots for Zetland, then all the better.&lt;br /&gt;
&lt;br /&gt;
Alliance with the Scots usually takes the form of a triple alliance of Gaels, Scots, and Anglo-Saxons against the Bretons.  In fact, this is rightly called an alliance with the Anglo-Saxons, as the Scots usually only negotiate a DMZ in Hebridean Sea (the Gaelic Achilles' heel) and provide some limited assistance in Deira.  It is not in the Gaelic best interest for the Scots to extend south, nor are they often inclined to do so, wedging themselves between the Gaels and the Scandinavian powers to the east.  Still, the Gaelic-Scottish alliance can be very profitable for both parties, even if only to peaceably strike out in different directions, as the vector of growth for both parties allows for an alliance that can be sustained well into the endgame.  &lt;br /&gt;
&lt;br /&gt;
Above all else, avoid the formation of a Breton-Scottish alliance – the Anglo-Saxons are unlikely to be able to save the Gaels in that situation, especially if they are distracted by the Danes.&lt;br /&gt;
  &lt;br /&gt;
* The Scots –&lt;br /&gt;
&lt;br /&gt;
The Scottish position is most similar to Germany in Standard.  The Scots begin the game poised for rapid expansion, but will have to make concessions to their neighbors in order to secure their vulnerabilities on three fronts.  Early occupation of key sea zones may carry a short-term cost in SCs, but will pay off as a deterrent to invasion from Scandinavia, and provide opportunities to gain diplomatic capital by offering support to Norse or Danish forces.  Alliances with the Gaels, Bretons, or Anglo-Saxons are all strong options in the early game, though the Scot player in particular must keep a nervous eye turned east as events unfold in Scandinavia.  Events in the British Isles and Scandinavia tend to resolve themselves independent of one another in the first 2-3 years, but after that, attacks across the North Sea become more common.  The Scots would do well to be the first one to occupy the strategically invaluable North Sea and Zetland Islands accordingly.   &lt;br /&gt;
&lt;br /&gt;
Alliance with the Bretons is a desirable option that allows the Scots to resolve the western threat early and focus on invading Scandinavia.  Moreover, the Anglo-Saxons can often be enticed to attack the Bretons in the mid-game, ensuring that the Scots secure the lions share of Gaelic spoils.  Securing the Hebridean Sea allows a good convoy route into Gaelic territory, and should be seized upon at the first opportunity.&lt;br /&gt;
&lt;br /&gt;
Alliance with the Gaels, as described above in their section, is mostly an alliance between peaceful neighbors rather than active allies.  An early launch across Zetland and into Scandinavia can pay off in spades for the Scots, while the Gaels defeat the southern threats with minimal commitment from an army or fleet.  &lt;br /&gt;
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The Scots benefit from a tight core of easily defended home SCs, but are vulnerable to a coordinated attack from the Gaels and Norse.  Should these powers force their way into Hebridean Sea and Moray Firth, a Scottish collapse inevitably follows.  &lt;br /&gt;
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* The Bretons –&lt;br /&gt;
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The Breton position is most similar to Austria in Standard.  The Bretons have a tight group of home SCs that are all interconnected, and their position lies in a veritable minefield of SCs.  Just beyond that perimeter however, lie Gaels, Scots, and Anglo-Saxons – all three potential strong allies or formidable enemies.  The Bretons must tread carefully – peace on one, preferably two, fronts is a must.  To that end, SCs such as Deira and Lancaster must be weighed carefully – are they more valuable in Breton hands, or traded away for friendship with a neighbor?  An opening stab to Hwicce that threatens Hamptonshire can damage Anglo-Saxon growth tremendously – but are you *sure* that the Gaels will stay by your side?  Of all positions in Dark Ages, the Bretons offer the most reward for well-timed stabs.&lt;br /&gt;
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Although an alliance with the Gaels begins in a tense standoff over Cardigan Bay, these powers are actually quite compatible.  As described above in the Gaelic section, the Bretons can often negotiate to secure Cornwall in exchange for allowing the Gaels into Lancaster.  From there, the two allies can successfully engage both the Scots and the Anglo-Saxons.  Builds will have to be carefully managed as the alliance progresses to reduce the threat of a stab across Cardigan Bay, but the potential payoff of this alliance is usually sufficient to deter such aggression.&lt;br /&gt;
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The Bretons and Scots both have a natural interest in growing to the east, and to that end, often agree to eliminate the Gaelic distraction to their west first.  This is an especially appealing option if the Anglo-Saxons are willing to agree to a DMZ in Hwicce and Middle Anglia.  Dividing Gaelic spoils may be tricky, and the Anglo-Saxons must always be watched closely, but if the Danes are willing to keep the Anglo-Saxons occupied, an alliance with the Scots can create a good midgame position for the Bretons.    &lt;br /&gt;
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* The Anglo-Saxons –&lt;br /&gt;
&lt;br /&gt;
The Anglo-Saxon position is most similar to Italy in Standard.  Peaceful neutral expansion is readily available, and first year growth of 2 SCs can be attained without violating neutrality – but not without opening up vulnerabilities in your home SCs.  Breton invasion of Hwicce and Middle Anglia are significant threats in the first and second years – if their attacks are coordinated with the Gaels or Danes these threats have the potential for early Anglo-Saxon elimination.  Although dangerous, Breton/Scot alliances are usually directed more at the Gaels than the Anglo-Saxons, and should be encouraged.  Breton/Gaelic alliances should be disrupted at all costs.  &lt;br /&gt;
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An alliance with the Bretons provides the obvious benefit of a secure border, freeing resources for an invasion of the European continent and Cornwall.  Similar to the Gaelic-Breton alliance, the Anglo-Saxons can and should consider loaning a fleet to the Breton campaign against the Gaels in exchange for uncontested entry into Cornwall.  &lt;br /&gt;
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The Gaels can also make an effective ally for the Anglo-Saxons, albeit one that must be carefully managed to ensure that their fleets eventually turn north after the Bretons are defeated.  While the Bretons enjoy superiority on land over the Anglo-Saxons at gamestart, the Gaels can usually occupy enough of Breton attentions to neutralize this threat while the Anglo-Saxons increase their forces.  This alliance option is particularly appealing if the Danes will agree to a peaceful settlement in Frisia and Austrasia.&lt;br /&gt;
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* The Danes –&lt;br /&gt;
&lt;br /&gt;
The Danish position does not have much similarity to any position in Standard.  The Danes are unquestionably a naval power with considerable prospects in both directions on the European coast, as well as at the expense of their neighbors in Scandinavia.  The Danes form one point of the “Scandinavian Triangle” of the Norse, Swedes, and Danes.  Typically, two of these will ally against the third, and barring significant involvement from the west, that third power will be eliminated early.  It is very much in the Scots and Anglo-Saxons interests to prevent this from happening however, and it is not at all uncommon for a Scot or Anglo-Saxon fleet in the North Sea to prop up Danish or Norse defenses to that end.&lt;br /&gt;
&lt;br /&gt;
Alliance with the Norse works well if a deal in Skagerrak can be reached, and an equitable division of Swedish spoils is agreed upon.  These two powers can readily coordinate attacks on Skane, unlocking the Swedish defenses and providing the support the Norse need to advance on land.  The Danes in turn benefit from plundering continental SCs and securing their eastern front.&lt;br /&gt;
&lt;br /&gt;
Alliance with the Swedes allows for rapid early Danish growth by negotiating a settlement for Skane and the continental SCs instead of fighting over them.  If the Swedes can be persuaded to build in the north (particularly a fleet in Lap/wc) then this alliance can be very successful over the long term, even if it can be difficult to divide Norse spoils effectively.  The Danes may even gain enough on the European continent and from an early invasion of the west as to make Norse spoils irrelevant.  &lt;br /&gt;
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* The Norse – &lt;br /&gt;
&lt;br /&gt;
The Norse position also bears little similarity to any position in Standard – Turkey is the closest match, but that is mostly due to their relationship with the Swedes.  The Norse have a simple choice of alliance with the Danes or Swedes, while remaining vigilant against Scottish fleets heading east.  This choice also dictates whether the Norse will be primarily a naval power (as is the case in most alliances with the Swedes) or if they will fight on land for dominance of Scandinavia (which is the direction most alliances with the Danes lead to.)  &lt;br /&gt;
&lt;br /&gt;
The Norse are the second point of the Scandinavian Triangle.  Of the three, they are the most vulnerable to attack from the west, typically by Scots that got off to a good start.  To that end, they usually have the most interest in a rapid resolution of events in the Scandinavian Triangle, which allows them to take the initiative against the powers of the British Isles.&lt;br /&gt;
&lt;br /&gt;
Alliance with the Danes, as mentioned above, allows for coordinated attacks on Skane, and diverts enough Swedish attentions south that the Norse should be able to overpower the Swedes on land, particularly if a lucky guess in Lappland and Trondelag goes their way.  &lt;br /&gt;
&lt;br /&gt;
Alliance with the Swedes allows the Norse to focus the majority of their efforts west, while negotiating for a peaceful division of Scandinavian spoils.  The canal between Ribe and Saxony allows for Swedish fleets to pass peacefully south of the Norse home SCs.  Accordingly, the Norse should insist on maintaining Skagerrak (and presumably Lindholm) as their spoils in this alliance.  &lt;br /&gt;
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* And finally, the Swedes –&lt;br /&gt;
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The Swedes are the third point of the Scandinavian Triangle.  Their position bears many similarities to Russia in Standard, most notably in bi-coastal Lappland.  They have ample early opportunities for expansion, though most of them will be contested by the Danes or Norse.  Tension runs particularly high in Varmland and Skane, and a wise Swede will guard these territories jealously due to their tactical value.  The Swedish rear guard is very secure from attack, however, an alliance of Norse and Danes can launch a devastating pincer attack that can quickly reduce the Swedes.  The Swedes stand to gain the most from western involvement in Scandinavian affairs in the long term, despite the inability of those powers to directly aid Swedish defenses against an attack by the Norse and Danes.  The Swedes must focus more than any other power on the control of territory with tactical value rather than simply gaining SCs.&lt;br /&gt;
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An alliance with the Danes, as mentioned above, reduces the need to dedicate excessive forces to Skane and the continent.  This allows the Swedes to focus on occupying Varmland, and invading the Norse home SCs.  If the Danes remain loyal, the Swedes should have an advantage on land that allows them to swiftly control Scandinavia, particularly if the Scots open a second front.  &lt;br /&gt;
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An alliance with the Norse may be preferable if the Scots focus on the western theater.  In this case, the Swedes should appeal to the Anglo-Saxons for assistance against the Danes, and focus their efforts on naval dominance in the Baltic Sea region.  Close coordination with the Norse is necessary to ensure that the Swedes do not bog down in Skane, and it is likely that concessions will have to be made in Alvheim or even Trondelag or Varmland to secure this support.  Spoils in Danish territory should heavily favor the Swedes to offset this.&lt;br /&gt;
 &lt;br /&gt;
I hope this quick overview of opening strategies for the Dark Ages has piqued your interest in the variant, and whetted your appetite to pillage and plunder in the cold northern waters.  &lt;br /&gt;
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Thanks!&lt;br /&gt;
&lt;br /&gt;
Your humble variant designer –&lt;br /&gt;
B.   &lt;br /&gt;
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[[Image:DarkAgesV4.png|center|850px]]&lt;br /&gt;
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[[Category:Variant]]&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Dark_Ages&amp;diff=2184</id>
		<title>Dark Ages</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Dark_Ages&amp;diff=2184"/>
		<updated>2013-05-07T21:44:19Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Variant Created by:  Benjamin Hester&amp;lt;br&amp;gt;&lt;br /&gt;
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[[Image:DarkAgesV4Start.png|center|850px]]&lt;br /&gt;
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====Starting Positions====&lt;br /&gt;
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The Gaels - Forest Green, G (in Ireland)&amp;lt;br&amp;gt;&lt;br /&gt;
The Scots - Blue, C (in Scotland)&amp;lt;br&amp;gt;&lt;br /&gt;
The Bretons - Crimson, B (in Wales)&amp;lt;br&amp;gt;&lt;br /&gt;
The AngloSaxons - Olive, A (in southern England)&amp;lt;br&amp;gt;&lt;br /&gt;
The Danes - Orange, D (in Denmark)&amp;lt;br&amp;gt;&lt;br /&gt;
The Norse - Charcoal, N (in Norway)&amp;lt;br&amp;gt;&lt;br /&gt;
The Swedes - Teal, S (in Sweden)&amp;lt;br&amp;gt;&lt;br /&gt;
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====Variant Rules====&lt;br /&gt;
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Dark Ages Variant Rules, Version 4.  Homepage: http://www.dipwiki.com&lt;br /&gt;
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The Dark Ages Variant is a historical transplant of Hasbro/Avalon Hill's Diplomacy game to the North Sea region in 825 AD.  &lt;br /&gt;
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The Dark Ages variant conforms to the standard rules of Hasbro/Avalon Hill's Diplomacy in most every way, with the few exceptions listed below.  The standard rules are NOT copied here, and all players of the Dark Ages Variant are assumed to own or expected to purchase the Rules of Diplomacy (or better yet, the full game) through Hasbro/AH, as I did.  &lt;br /&gt;
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Turns move from Spring to Fall just like standard Diplomacy, and the first turn is Spring 825 AD.  Players take control of one of the seven major nations in the North Sea area, the Gaels, Scots, Britons, Anglo-Saxons, Danes, Norse, or Swedes.  &lt;br /&gt;
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Please check the names feature of Realpolitik for accepted abbreviations of territory names.  &lt;br /&gt;
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Special territories:&lt;br /&gt;
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Somerset, Jelling and Lappland are bi-coastal territories, similar to Spain or Bulgaria in Standard.  &lt;br /&gt;
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The Island of Man and Roskilde are similar to Constantinople in Standard in most respects.  Armies and Fleets may move directly from Jelling, to Roskilde, to Skane, and vice versa.  This is indicated on the map with the brown and black &amp;quot;bridges.&amp;quot;  Unlike Constantinople though, Fleets MAY move directly from Kattegat to Bay of Reric (and vice versa) - they may move around Roskilde.  A fleet in Roskilde may NOT convoy.  The Isle of Man functions in a similar manner, as do the sea zones around it.&lt;br /&gt;
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Zetland is a single land SC depicted on the map as an island group.  Everything inside the small blue circle is a single space, i.e. the four small islands and the small amount of water around them are all one space (similar to Cebu in Colonial).  Zetland is bordered at sea by Scapa Flow, Norwegian Sea, Rogaland Coast, and Moray Firth.  It is not adjacent by land to any other territory, though Zetland may be occupied by an army (via convoy) or by a fleet.  &lt;br /&gt;
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Finally, the Eider River, which forms the border between Ribe and Saxony, is navigable by fleets.  This means that a fleet in Ribe or a fleet in Saxony may move to either the North Frisian Coast, or the Bay of Reric.  These two sea zones are *not* adjacent to one another - i.e. a fleet in Bay of Reric must first travel to either Ribe or Saxony, and then on to North Frisian Coast in the following turn.  Neither Ribe or Saxony is bi-coastal.&lt;br /&gt;
      &lt;br /&gt;
There are 37 total SCs on the map.  Solo victory is declared when one nation has control of 19 SCs (simple majority).  Have fun and happy raiding!&lt;br /&gt;
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[[Image:DarkAgesV4StartNames.png|center|850px]]&lt;br /&gt;
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====Commentary====&lt;br /&gt;
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The Dark Ages variant was released in late 2007 as part of my relentless quest to become the most prolific variant designer around.  (I only have three others completed, so I’m sure I have a ways to go before I can claim that title.)  Since that time, the variant has undergone three playtests (in ACD and DC) and four revisions.&lt;br /&gt;
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Dark Ages is a simple map translation variant – meaning none of the core rules of Diplomacy have changed at all, only the map and the roles that the players assume.  Which, in the case of Dark Ages, are the Gaels, Scots, Bretons, Anglo-Saxons, Danes, Norse, and Swedes, roughly as they were in the year of our Lord, 825.  Some concessions to gameplay at the expense of historical accuracy have been made, but these have been limited to the greatest extent possible.  The layout of the North Sea region lends itself readily to the intent of the variant – to emphasize naval action and fill the map with opportunities for convoys.  This is the age of Viking and Germanic invasions by sea, and the variant is designed to capture that spirit.&lt;br /&gt;
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The next section of this article will provide the first-time player of Dark Ages (which encompasses 99.9+% of the human race) with a brief overview of the variant and its opening strategies.   &lt;br /&gt;
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* The Gaels -&lt;br /&gt;
&lt;br /&gt;
The Gaelic position is most similar to Britain in Standard.  The Gaels begin the game fairly secure in their island home that we know today as Ireland.  While they enjoy considerable defensive advantages, their early opportunities for expansion are somewhat less than their immediate neighbours.&lt;br /&gt;
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While the Gaels have a variety of targets available to them in the first year, only the Isle of Man can be guaranteed to fall under their sway.  Beyond that, expansion will almost surely bring them into conflict with either the Scots or Bretons, and possibly the Anglo-Saxons as well.  &lt;br /&gt;
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Alliance with the Bretons should yield a negotiated settlement that allows the Gaels to peacefully occupy Lancaster, usually in exchange for a DMZ in Cardigan Bay and support into Cornwall.  If the Gaels lend F Leinster to support a Breton campaign against the Anglo-Saxons, and the Bretons reciprocate with an army headed north through Deira, these two powers can make quick work of the western theater.  If the Norse can be convinced to challenge the Scots for Zetland, then all the better.&lt;br /&gt;
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Alliance with the Scots usually takes the form of a triple alliance of Gaels, Scots, and Anglo-Saxons against the Bretons.  In fact, this is rightly called an alliance with the Anglo-Saxons, as the Scots usually only negotiate a DMZ in Hebridean Sea (the Gaelic Achilles' heel) and provide some limited assistance in Deira.  It is not in the Gaelic best interest for the Scots to extend south, nor are they often inclined to do so, wedging themselves between the Gaels and the Scandinavian powers to the east.  Still, the Gaelic-Scottish alliance can be very profitable for both parties, even if only to peaceably strike out in different directions, as the vector of growth for both parties allows for an alliance that can be sustained well into the endgame.  &lt;br /&gt;
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Above all else, avoid the formation of a Breton-Scottish alliance – the Anglo-Saxons are unlikely to be able to save the Gaels in that situation, especially if they are distracted by the Danes.&lt;br /&gt;
  &lt;br /&gt;
* The Scots –&lt;br /&gt;
&lt;br /&gt;
The Scottish position is most similar to Germany in Standard.  The Scots begin the game poised for rapid expansion, but will have to make concessions to their neighbors in order to secure their vulnerabilities on three fronts.  Early occupation of key sea zones may carry a short-term cost in SCs, but will pay off as a deterrent to invasion from Scandinavia, and provide opportunities to gain diplomatic capital by offering support to Norse or Danish forces.  Alliances with the Gaels, Bretons, or Anglo-Saxons are all strong options in the early game, though the Scot player in particular must keep a nervous eye turned east as events unfold in Scandinavia.  Events in the British Isles and Scandinavia tend to resolve themselves independent of one another in the first 2-3 years, but after that, attacks across the North Sea become more common.  The Scots would do well to be the first one to occupy the strategically invaluable North Sea and Zetland Islands accordingly.   &lt;br /&gt;
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Alliance with the Bretons is a desirable option that allows the Scots to resolve the western threat early and focus on invading Scandinavia.  Moreover, the Anglo-Saxons can often be enticed to attack the Bretons in the mid-game, ensuring that the Scots secure the lions share of Gaelic spoils.  Securing the Hebridean Sea allows a good convoy route into Gaelic territory, and should be seized upon at the first opportunity.&lt;br /&gt;
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Alliance with the Gaels, as described above in their section, is mostly an alliance between peaceful neighbors rather than active allies.  An early launch across Zetland and into Scandinavia can pay off in spades for the Scots, while the Gaels defeat the southern threats with minimal commitment from an army or fleet.  &lt;br /&gt;
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The Scots benefit from a tight core of easily defended home SCs, but are vulnerable to a coordinated attack from the Gaels and Norse.  Should these powers force their way into Hebridean Sea and Moray Firth, a Scottish collapse inevitably follows.  &lt;br /&gt;
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* The Bretons –&lt;br /&gt;
&lt;br /&gt;
The Breton position is most similar to Austria in Standard.  The Bretons have a tight group of home SCs that are all interconnected, and their position lies in a veritable minefield of SCs.  Just beyond that perimeter however, lie Gaels, Scots, and Anglo-Saxons – all three potential strong allies or formidable enemies.  The Bretons must tread carefully – peace on one, preferably two, fronts is a must.  To that end, SCs such as Deira and Lancaster must be weighed carefully – are they more valuable in Breton hands, or traded away for friendship with a neighbor?  An opening stab to Hwicce that threatens Hamptonshire can damage Anglo-Saxon growth tremendously – but are you *sure* that the Gaels will stay by your side?  Of all positions in Dark Ages, the Bretons offer the most reward for well-timed stabs.&lt;br /&gt;
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Although an alliance with the Gaels begins in a tense standoff over Cardigan Bay, these powers are actually quite compatible.  As described above in the Gaelic section, the Bretons can often negotiate to secure Cornwall in exchange for allowing the Gaels into Lancaster.  From there, the two allies can successfully engage both the Scots and the Anglo-Saxons.  Builds will have to be carefully managed as the alliance progresses to reduce the threat of a stab across Cardigan Bay, but the potential payoff of this alliance is usually sufficient to deter such aggression.&lt;br /&gt;
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The Bretons and Scots both have a natural interest in growing to the east, and to that end, often agree to eliminate the Gaelic distraction to their west first.  This is an especially appealing option if the Anglo-Saxons are willing to agree to a DMZ in Hwicce and Middle Anglia.  Dividing Gaelic spoils may be tricky, and the Anglo-Saxons must always be watched closely, but if the Danes are willing to keep the Anglo-Saxons occupied, an alliance with the Scots can create a good midgame position for the Bretons.    &lt;br /&gt;
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* The Anglo-Saxons –&lt;br /&gt;
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The Anglo-Saxon position is most similar to Italy in Standard.  Peaceful neutral expansion is readily available, and first year growth of 2 SCs can be attained without violating neutrality – but not without opening up vulnerabilities in your home SCs.  Breton invasion of Hwicce and Middle Anglia are significant threats in the first and second years – if their attacks are coordinated with the Gaels or Danes these threats have the potential for early Anglo-Saxon elimination.  Although dangerous, Breton/Scot alliances are usually directed more at the Gaels than the Anglo-Saxons, and should be encouraged.  Breton/Gaelic alliances should be disrupted at all costs.  &lt;br /&gt;
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An alliance with the Bretons provides the obvious benefit of a secure border, freeing resources for an invasion of the European continent and Cornwall.  Similar to the Gaelic-Breton alliance, the Anglo-Saxons can and should consider loaning a fleet to the Breton campaign against the Gaels in exchange for uncontested entry into Cornwall.  &lt;br /&gt;
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The Gaels can also make an effective ally for the Anglo-Saxons, albeit one that must be carefully managed to ensure that their fleets eventually turn north after the Bretons are defeated.  While the Bretons enjoy superiority on land over the Anglo-Saxons at gamestart, the Gaels can usually occupy enough of Breton attentions to neutralize this threat while the Anglo-Saxons increase their forces.  This alliance option is particularly appealing if the Danes will agree to a peaceful settlement in Frisia and Austrasia.&lt;br /&gt;
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* The Danes –&lt;br /&gt;
&lt;br /&gt;
The Danish position does not have much similarity to any position in Standard.  The Danes are unquestionably a naval power with considerable prospects in both directions on the European coast, as well as at the expense of their neighbors in Scandinavia.  The Danes form one point of the “Scandinavian Triangle” of the Norse, Swedes, and Danes.  Typically, two of these will ally against the third, and barring significant involvement from the west, that third power will be eliminated early.  It is very much in the Scots and Anglo-Saxons interests to prevent this from happening however, and it is not at all uncommon for a Scot or Anglo-Saxon fleet in the North Sea to prop up Danish or Norse defenses to that end.&lt;br /&gt;
&lt;br /&gt;
Alliance with the Norse works well if a deal in Skagerrak can be reached, and an equitable division of Swedish spoils is agreed upon.  These two powers can readily coordinate attacks on Skane, unlocking the Swedish defenses and providing the support the Norse need to advance on land.  The Danes in turn benefit from plundering continental SCs and securing their eastern front.&lt;br /&gt;
&lt;br /&gt;
Alliance with the Swedes allows for rapid early Danish growth by negotiating a settlement for Skane and the continental SCs instead of fighting over them.  If the Swedes can be persuaded to build in the north (particularly a fleet in Lap/wc) then this alliance can be very successful over the long term, even if it can be difficult to divide Norse spoils effectively.  The Danes may even gain enough on the European continent and from an early invasion of the west as to make Norse spoils irrelevant.  &lt;br /&gt;
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* The Norse – &lt;br /&gt;
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The Norse position also bears little similarity to any position in Standard – Turkey is the closest match, but that is mostly due to their relationship with the Swedes.  The Norse have a simple choice of alliance with the Danes or Swedes, while remaining vigilant against Scottish fleets heading east.  This choice also dictates whether the Norse will be primarily a naval power (as is the case in most alliances with the Swedes) or if they will fight on land for dominance of Scandinavia (which is the direction most alliances with the Danes lead to.)  &lt;br /&gt;
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The Norse are the second point of the Scandinavian Triangle.  Of the three, they are the most vulnerable to attack from the west, typically by Scots that got off to a good start.  To that end, they usually have the most interest in a rapid resolution of events in the Scandinavian Triangle, which allows them to take the initiative against the powers of the British Isles.&lt;br /&gt;
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Alliance with the Danes, as mentioned above, allows for coordinated attacks on Skane, and diverts enough Swedish attentions south that the Norse should be able to overpower the Swedes on land, particularly if a lucky guess in Lappland and Trondelag goes their way.  &lt;br /&gt;
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Alliance with the Swedes allows the Norse to focus the majority of their efforts west, while negotiating for a peaceful division of Scandinavian spoils.  The canal between Ribe and Saxony allows for Swedish fleets to pass peacefully south of the Norse home SCs.  Accordingly, the Norse should insist on maintaining Skagerrak (and presumably Lindholm) as their spoils in this alliance.  &lt;br /&gt;
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* And finally, the Swedes –&lt;br /&gt;
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The Swedes are the third point of the Scandinavian Triangle.  Their position bears many similarities to Russia in Standard, most notably in bi-coastal Lappland.  They have ample early opportunities for expansion, though most of them will be contested by the Danes or Norse.  Tension runs particularly high in Varmland and Skane, and a wise Swede will guard these territories jealously due to their tactical value.  The Swedish rear guard is very secure from attack, however, an alliance of Norse and Danes can launch a devastating pincer attack that can quickly reduce the Swedes.  The Swedes stand to gain the most from western involvement in Scandinavian affairs in the long term, despite the inability of those powers to directly aid Swedish defenses against an attack by the Norse and Danes.  The Swedes must focus more than any other power on the control of territory with tactical value rather than simply gaining SCs.&lt;br /&gt;
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An alliance with the Danes, as mentioned above, reduces the need to dedicate excessive forces to Skane and the continent.  This allows the Swedes to focus on occupying Varmland, and invading the Norse home SCs.  If the Danes remain loyal, the Swedes should have an advantage on land that allows them to swiftly control Scandinavia, particularly if the Scots open a second front.  &lt;br /&gt;
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An alliance with the Norse may be preferable if the Scots focus on the western theater.  In this case, the Swedes should appeal to the Anglo-Saxons for assistance against the Danes, and focus their efforts on naval dominance in the Baltic Sea region.  Close coordination with the Norse is necessary to ensure that the Swedes do not bog down in Skane, and it is likely that concessions will have to be made in Alvheim or even Trondelag or Varmland to secure this support.  Spoils in Danish territory should heavily favor the Swedes to offset this.&lt;br /&gt;
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I hope this quick overview of opening strategies for the Dark Ages has piqued your interest in the variant, and whetted your appetite to pillage and plunder in the cold northern waters.  Any prospective GMs or interested players that would like more information or files for running the variant should contact me directly at Screwtape777 AT gmail DOT com.  Please respect privacy and limit the distribution and use of this address to Diplomacy related topics only.  &lt;br /&gt;
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Thanks!&lt;br /&gt;
&lt;br /&gt;
Your humble variant designer –&lt;br /&gt;
B.   &lt;br /&gt;
&lt;br /&gt;
[[Image:DarkAgesV4.png|center|850px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Variant]]&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Dark_Ages&amp;diff=2183</id>
		<title>Dark Ages</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Dark_Ages&amp;diff=2183"/>
		<updated>2013-05-07T21:13:41Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Variant Created by:  Benjamin Hester&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:DarkAgesV4Start.png|center|850px]]&lt;br /&gt;
&lt;br /&gt;
====Starting Positions====&lt;br /&gt;
&lt;br /&gt;
The Gaels - Forest Green, G (in Ireland)&amp;lt;br&amp;gt;&lt;br /&gt;
The Scots - Blue, C (in Scotland)&amp;lt;br&amp;gt;&lt;br /&gt;
The Bretons - Crimson, B (in Wales)&amp;lt;br&amp;gt;&lt;br /&gt;
The AngloSaxons - Olive, A (in southern England)&amp;lt;br&amp;gt;&lt;br /&gt;
The Danes - Orange, D (in Denmark)&amp;lt;br&amp;gt;&lt;br /&gt;
The Norse - Charcoal, N (in Norway)&amp;lt;br&amp;gt;&lt;br /&gt;
The Swedes - Teal, S (in Sweden)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Variant Rules====&lt;br /&gt;
&lt;br /&gt;
Dark Ages Variant Rules, Version 4.  Homepage: http://www.dipwiki.com&lt;br /&gt;
&lt;br /&gt;
The Dark Ages Variant is a historical transplant of Hasbro/Avalon Hill's Diplomacy game to the North Sea region in 825 AD.  &lt;br /&gt;
&lt;br /&gt;
The Dark Ages variant conforms to the standard rules of Hasbro/Avalon Hill's Diplomacy in most every way, with the few exceptions listed below.  The standard rules are NOT copied here, and all players of the Dark Ages Variant are assumed to own or expected to purchase the Rules of Diplomacy (or better yet, the full game) through Hasbro/AH, as I did.  &lt;br /&gt;
&lt;br /&gt;
Turns move from Spring to Fall just like standard Diplomacy, and the first turn is Spring 825 AD.  Players take control of one of the seven major nations in the North Sea area, the Gaels, Scots, Britons, Anglo-Saxons, Danes, Norse, or Swedes.  &lt;br /&gt;
&lt;br /&gt;
Please check the names feature of Realpolitik for accepted abbreviations of territory names.  &lt;br /&gt;
&lt;br /&gt;
Special territories:&lt;br /&gt;
&lt;br /&gt;
Somerset, Jelling and Lappland are bi-coastal territories, similar to Spain or Bulgaria in Standard.  &lt;br /&gt;
&lt;br /&gt;
The Island of Man and Roskilde are similar to Constantinople in Standard in most respects.  Armies and Fleets may move directly from Jelling, to Roskilde, to Skane, and vice versa.  This is indicated on the map with the brown and black &amp;quot;bridges.&amp;quot;  Unlike Constantinople though, Fleets MAY move directly from Kattegat to Bay of Reric (and vice versa) - they may move around Roskilde.  A fleet in Roskilde may NOT convoy.  The Isle of Man functions in a similar manner, as do the sea zones around it.&lt;br /&gt;
&lt;br /&gt;
Zetland is a single land SC depicted on the map as an island group.  Everything inside the small blue circle is a single space, i.e. the four small islands and the small amount of water around them are all one space (similar to Cebu in Colonial).  Zetland is bordered at sea by Scapa Flow, Norwegian Sea, Rogaland Coast, and Moray Firth.  It is not adjacent by land to any other territory, though Zetland may be occupied by an army (via convoy) or by a fleet.  &lt;br /&gt;
&lt;br /&gt;
Finally, the Eider River, which forms the border between Ribe and Saxony, is navigable by fleets.  This means that a fleet in Ribe or a fleet in Saxony may move to either the North Frisian Coast, or the Bay of Reric.  These two sea zones are *not* adjacent to one another - i.e. a fleet in Bay of Reric must first travel to either Ribe or Saxony, and then on to North Frisian Coast in the following turn.  Neither Ribe or Saxony is bi-coastal.&lt;br /&gt;
      &lt;br /&gt;
There are 37 total SCs on the map.  Solo victory is declared when one nation has control of 19 SCs (simple majority).  Have fun and happy raiding!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:DarkAgesV4StartNames.png|center|850px]]&lt;br /&gt;
&lt;br /&gt;
====Commentary====&lt;br /&gt;
&lt;br /&gt;
The Dark Ages variant was released in late 2007 as part of my relentless quest to become the most prolific variant designer around.  (I only have three others completed, so I’m sure I have a ways to go before I can claim that title.)  Since that time, the variant has undergone three playtests (in ACD and DC) and four revisions.&lt;br /&gt;
&lt;br /&gt;
Dark Ages is a simple map translation variant – meaning none of the core rules of Diplomacy have changed at all, only the map and the roles that the players assume.  Which, in the case of Dark Ages, are the Gaels, Scots, Bretons, Anglo-Saxons, Danes, Norse, and Swedes, roughly as they were in the year of our Lord, 825.  Some concessions to gameplay at the expense of historical accuracy have been made, but these have been limited to the greatest extent possible.  The layout of the North Sea region lends itself readily to the intent of the variant – to emphasize naval action and fill the map with opportunities for convoys.  This is the age of Viking and Germanic invasions by sea, and the variant is designed to capture that spirit.&lt;br /&gt;
&lt;br /&gt;
The next section of this article will provide the first-time player of Dark Ages (which encompasses 99.9+% of the human race) with a brief overview of the variant and its opening strategies.   &lt;br /&gt;
&lt;br /&gt;
* The Gaels -&lt;br /&gt;
&lt;br /&gt;
The Gaelic position is most similar to Britain in Standard.  The Gaels begin the game fairly secure in their island home that we know today as Ireland.  While they enjoy considerable defensive advantages, their early opportunities for expansion are somewhat less than their immediate neighbours.&lt;br /&gt;
&lt;br /&gt;
While the Gaels have a variety of targets available to them in the first year, only the Isle of Man can be guaranteed to fall under their sway.  Beyond that, expansion will almost surely bring them into conflict with either the Scots or Bretons, and possibly the Anglo-Saxons as well.  &lt;br /&gt;
&lt;br /&gt;
Alliance with the Bretons should yield a negotiated settlement that allows the Gaels to peacefully occupy Lancaster, usually in exchange for a DMZ in Cardigan Bay and support into Cornwall.  If the Gaels lend F Leinster to support a Breton campaign against the Anglo-Saxons, and the Bretons reciprocate with an army headed north through Deira, these two powers can make quick work of the western theater.  If the Norse can be convinced to challenge the Scots for Zetland, then all the better.&lt;br /&gt;
&lt;br /&gt;
Alliance with the Scots usually takes the form of a triple alliance of Gaels, Scots, and Anglo-Saxons against the Bretons.  In fact, this is rightly called an alliance with the Anglo-Saxons, as the Scots usually only negotiate a DMZ in Hebridean Sea (the Gaelic Achilles' heel) and provide some limited assistance in Deira.  It is not in the Gaelic best interest for the Scots to extend south, nor are they often inclined to do so, wedging themselves between the Gaels and the Scandinavian powers to the east.  Still, the Gaelic-Scottish alliance can be very profitable for both parties, even if only to peaceably strike out in different directions, as the vector of growth for both parties allows for an alliance that can be sustained well into the endgame.  &lt;br /&gt;
&lt;br /&gt;
Above all else, avoid the formation of a Breton-Scottish alliance – the Anglo-Saxons are unlikely to be able to save the Gaels in that situation, especially if they are distracted by the Danes.&lt;br /&gt;
  &lt;br /&gt;
* The Scots –&lt;br /&gt;
&lt;br /&gt;
The Scottish position is most similar to Germany in Standard.  The Scots begin the game poised for rapid expansion, but will have to make concessions to their neighbors in order to secure their vulnerabilities on three fronts.  Early occupation of key sea zones may carry a short-term cost in SCs, but will pay off as a deterrent to invasion from Scandinavia, and provide opportunities to gain diplomatic capital by offering support to Norse or Danish forces.  Alliances with the Gaels, Bretons, or Anglo-Saxons are all strong options in the early game, though the Scot player in particular must keep a nervous eye turned east as events unfold in Scandinavia.  Events in the British Isles and Scandinavia tend to resolve themselves independent of one another in the first 2-3 years, but after that, attacks across the North Sea become more common.  The Scots would do well to be the first one to occupy the strategically invaluable North Sea and Zetland Islands accordingly.   &lt;br /&gt;
&lt;br /&gt;
Alliance with the Bretons is a desirable option that allows the Scots to resolve the western threat early and focus on invading Scandinavia.  Moreover, the Anglo-Saxons can often be enticed to attack the Bretons in the mid-game, ensuring that the Scots secure the lions share of Gaelic spoils.  Securing the Hebridean Sea allows a good convoy route into Gaelic territory, and should be seized upon at the first opportunity.&lt;br /&gt;
&lt;br /&gt;
Alliance with the Gaels, as described above in their section, is mostly an alliance between peaceful neighbors rather than active allies.  An early launch across Zetland and into Scandinavia can pay off in spades for the Scots, while the Gaels defeat the southern threats with minimal commitment from an army or fleet.  &lt;br /&gt;
&lt;br /&gt;
The Scots benefit from a tight core of easily defended home SCs, but are vulnerable to a coordinated attack from the Gaels and Norse.  Should these powers force their way into Hebridean Sea and Moray Firth, a Scottish collapse inevitably follows.  &lt;br /&gt;
&lt;br /&gt;
* The Bretons –&lt;br /&gt;
&lt;br /&gt;
The Breton position is most similar to Austria in Standard.  The Bretons have a tight group of home SCs that are all interconnected, and their position lies in a veritable minefield of SCs.  Just beyond that perimeter however, lie Gaels, Scots, and Anglo-Saxons – all three potential strong allies or formidable enemies.  The Bretons must tread carefully – peace on one, preferably two, fronts is a must.  To that end, SCs such as Deira and Lancaster must be weighed carefully – are they more valuable in Breton hands, or traded away for friendship with a neighbor?  An opening stab to Hwicce that threatens Hamptonshire can damage Anglo-Saxon growth tremendously – but are you *sure* that the Gaels will stay by your side?  Of all positions in Dark Ages, the Bretons offer the most reward for well-timed stabs.&lt;br /&gt;
&lt;br /&gt;
Although an alliance with the Gaels begins in a tense standoff over Cardigan Bay, these powers are actually quite compatible.  As described above in the Gaelic section, the Bretons can often negotiate to secure Cornwall in exchange for allowing the Gaels into Lancaster.  From there, the two allies can successfully engage both the Scots and the Anglo-Saxons.  Builds will have to be carefully managed as the alliance progresses to reduce the threat of a stab across Cardigan Bay, but the potential payoff of this alliance is usually sufficient to deter such aggression.&lt;br /&gt;
&lt;br /&gt;
The Bretons and Scots both have a natural interest in growing to the east, and to that end, often agree to eliminate the Gaelic distraction to their west first.  This is an especially appealing option if the Anglo-Saxons are willing to agree to a DMZ in Hwicce and Middle Anglia.  Dividing Gaelic spoils may be tricky, and the Anglo-Saxons must always be watched closely, but if the Danes are willing to keep the Anglo-Saxons occupied, an alliance with the Scots can create a good midgame position for the Bretons.    &lt;br /&gt;
&lt;br /&gt;
* The Anglo-Saxons –&lt;br /&gt;
&lt;br /&gt;
The Anglo-Saxon position is most similar to Italy in Standard.  Peaceful neutral expansion is readily available, and first year growth of 2 SCs can be attained without violating neutrality – but not without opening up vulnerabilities in your home SCs.  Breton invasion of Hwicce and Middle Anglia are significant threats in the first and second years – if their attacks are coordinated with the Gaels or Danes these threats have the potential for early Anglo-Saxon elimination.  Although dangerous, Breton/Scot alliances are usually directed more at the Gaels than the Anglo-Saxons, and should be encouraged.  Breton/Gaelic alliances should be disrupted at all costs.  &lt;br /&gt;
&lt;br /&gt;
An alliance with the Bretons provides the obvious benefit of a secure border, freeing resources for an invasion of the European continent and Cornwall.  Similar to the Gaelic-Breton alliance, the Anglo-Saxons can and should consider loaning a fleet to the Breton campaign against the Gaels in exchange for uncontested entry into Cornwall.  &lt;br /&gt;
&lt;br /&gt;
The Gaels can also make an effective ally for the Anglo-Saxons, albeit one that must be carefully managed to ensure that their fleets eventually turn north after the Bretons are defeated.  While the Bretons enjoy superiority on land over the Anglo-Saxons at gamestart, the Gaels can usually occupy enough of Breton attentions to neutralize this threat while the Anglo-Saxons increase their forces.  This alliance option is particularly appealing if the Danes will agree to a peaceful settlement in Frisia and Austrasia.&lt;br /&gt;
&lt;br /&gt;
* The Danes –&lt;br /&gt;
&lt;br /&gt;
The Danish position does not have much similarity to any position in Standard.  The Danes are unquestionably a naval power with considerable prospects in both directions on the European coast, as well as at the expense of their neighbors in Scandinavia.  The Danes form one point of the “Scandinavian Triangle” of the Norse, Swedes, and Danes.  Typically, two of these will ally against the third, and barring significant involvement from the west, that third power will be eliminated early.  It is very much in the Scots and Anglo-Saxons interests to prevent this from happening however, and it is not at all uncommon for a Scot or Anglo-Saxon fleet in the North Sea to prop up Danish or Norse defenses to that end.&lt;br /&gt;
&lt;br /&gt;
Alliance with the Norse works well if a deal in Skagerrak can be reached, and an equitable division of Swedish spoils is agreed upon.  These two powers can readily coordinate attacks on Skane, unlocking the Swedish defenses and providing the support the Norse need to advance on land.  The Danes in turn benefit from plundering continental SCs and securing their eastern front.&lt;br /&gt;
&lt;br /&gt;
Alliance with the Swedes  &lt;br /&gt;
&lt;br /&gt;
* The Norse – &lt;br /&gt;
&lt;br /&gt;
The Norse position also bears little similarity to any position in Standard – Turkey is the closest match, but that is mostly due to their relationship with the Swedes.  The Norse have a simple choice of alliance with the Danes or Swedes, while remaining vigiliant against Scottish fleets heading east.  This choice also entails whether the Norse will be primarily a naval power (as is the case in most alliances with the Swedes) or if they will fight on land for dominance of Scandinavia (which is the direction most alliances with the Danes lead to.)  The Norse are the second point of the Scandinavian Triangle.  Of the three, they are the most vulnerable to attack from the west, typically by Scots that got off to a good start.  To that end, they usually have the most interest in a rapid resolution of events in the Scandinavian Triangle, which allows them to take the initiative against the powers of the British Isles.&lt;br /&gt;
&lt;br /&gt;
* And finally, the Swedes –&lt;br /&gt;
&lt;br /&gt;
The Swedes are the third point of the Scandinavian Triangle.  Their position bears many similarities to Russia in Standard, most notably in bi-coastal Lappland.  They have ample early opportunities for expansion, though most of them will be contested by the Danes or Norse.  Tension runs particularly high in Varmland and Skane, and a wise Swede will guard these territories jealously due to their tactical value.  The Swedish rear guard is very secure from attack, however, an alliance of Norse and Danes can launch a devastating pincer attack that can quickly reduce the Swedes.  The Swedes stand to gain the most from western involvement in Scandinavian affairs in the long term, despite the inability of those powers to directly aid Swedish defenses against an attack by the Norse and Danes.  The Swedes must focus more than any other power on the control of territory with tactical value rather than simply gaining SCs.&lt;br /&gt;
 &lt;br /&gt;
I hope this quick overview of opening strategies for the Dark Ages has piqued your interest in the variant, and whetted your appetite to pillage and plunder in the cold northern waters.  Any prospective GMs or interested players that would like more information or files for running the variant should contact me directly at Screwtape777 AT gmail DOT com.  Please respect privacy and limit the distribution and use of this address to Diplomacy related topics only.  &lt;br /&gt;
&lt;br /&gt;
Thanks!&lt;br /&gt;
&lt;br /&gt;
Your humble variant designer –&lt;br /&gt;
B.   &lt;br /&gt;
&lt;br /&gt;
[[Image:DarkAgesV4.png|center|850px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Variant]]&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=File:DarkAgesV4.png&amp;diff=2182</id>
		<title>File:DarkAgesV4.png</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=File:DarkAgesV4.png&amp;diff=2182"/>
		<updated>2013-05-07T18:41:51Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: uploaded a new version of &amp;quot;Image:DarkAgesV4.png&amp;quot;: Updated to replace Somerset with Strathclyde&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Dark_Ages&amp;diff=1540</id>
		<title>Dark Ages</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Dark_Ages&amp;diff=1540"/>
		<updated>2010-04-14T21:24:54Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Variant Created by:  Benjamin Hester&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:DarkAgesV4Start.png|center|850px]]&lt;br /&gt;
&lt;br /&gt;
====Starting Positions====&lt;br /&gt;
&lt;br /&gt;
The Gaels - Forest Green, G (in Ireland)&amp;lt;br&amp;gt;&lt;br /&gt;
The Scots - Blue, C (in Scotland)&amp;lt;br&amp;gt;&lt;br /&gt;
The Bretons - Crimson, B (in Wales)&amp;lt;br&amp;gt;&lt;br /&gt;
The AngloSaxons - Olive, A (in southern England)&amp;lt;br&amp;gt;&lt;br /&gt;
The Danes - Orange, D (in Denmark)&amp;lt;br&amp;gt;&lt;br /&gt;
The Norse - Charcoal, N (in Norway)&amp;lt;br&amp;gt;&lt;br /&gt;
The Swedes - Teal, S (in Sweden)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Variant Rules====&lt;br /&gt;
&lt;br /&gt;
Dark Ages Variant Rules, Version 4.  Homepage: http://www.dipwiki.com&lt;br /&gt;
&lt;br /&gt;
The Dark Ages Variant is a historical transplant of Hasbro/Avalon Hill's Diplomacy game to the North Sea region in 825 AD.  &lt;br /&gt;
&lt;br /&gt;
The Dark Ages variant conforms to the standard rules of Hasbro/Avalon Hill's Diplomacy in most every way, with the few exceptions listed below.  The standard rules are NOT copied here, and all players of the Dark Ages Variant are assumed to own or expected to purchase the Rules of Diplomacy (or better yet, the full game) through Hasbro/AH, as I did.  &lt;br /&gt;
&lt;br /&gt;
Turns move from Spring to Fall just like standard Diplomacy, and the first turn is Spring 825 AD.  Players take control of one of the seven major nations in the North Sea area, the Gaels, Scots, Britons, Anglo-Saxons, Danes, Norse, or Swedes.  &lt;br /&gt;
&lt;br /&gt;
Please check the names feature of Realpolitik for accepted abbreviations of territory names.  &lt;br /&gt;
&lt;br /&gt;
Special territories:&lt;br /&gt;
&lt;br /&gt;
Somerset, Jelling and Lappland are bi-coastal territories, similar to Spain or Bulgaria in Standard.  &lt;br /&gt;
&lt;br /&gt;
The Island of Man and Roskilde are similar to Constantinople in Standard in most respects.  Armies and Fleets may move directly from Jelling, to Roskilde, to Skane, and vice versa.  This is indicated on the map with the brown and black &amp;quot;bridges.&amp;quot;  Unlike Constantinople though, Fleets MAY move directly from Kattegat to Bay of Reric (and vice versa) - they may move around Roskilde.  A fleet in Roskilde may NOT convoy.  The Isle of Man functions in a similar manner, as do the sea zones around it.&lt;br /&gt;
&lt;br /&gt;
Zetland is a single land SC depicted on the map as an island group.  Everything inside the small blue circle is a single space, i.e. the four small islands and the small amount of water around them are all one space (similar to Cebu in Colonial).  Zetland is bordered at sea by Scapa Flow, Norwegian Sea, Rogaland Coast, and Moray Firth.  It is not adjacent by land to any other territory, though Zetland may be occupied by an army (via convoy) or by a fleet.  &lt;br /&gt;
&lt;br /&gt;
Finally, the Eider River, which forms the border between Ribe and Saxony, is navigable by fleets.  This means that a fleet in Ribe or a fleet in Saxony may move to either the North Frisian Coast, or the Bay of Reric.  These two sea zones are *not* adjacent to one another - i.e. a fleet in Bay of Reric must first travel to either Ribe or Saxony, and then on to North Frisian Coast in the following turn.  Neither Ribe or Saxony is bi-coastal.&lt;br /&gt;
      &lt;br /&gt;
There are 37 total SCs on the map.  Solo victory is declared when one nation has control of 19 SCs (simple majority).  Have fun and happy raiding!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:DarkAgesV4StartNames.png|center|850px]]&lt;br /&gt;
&lt;br /&gt;
====Commentary====&lt;br /&gt;
&lt;br /&gt;
The Dark Ages variant was released in late 2007 as part of my relentless quest to become the most prolific variant designer around.  (I only have three others completed, so I’m sure I have a ways to go before I can claim that title.)  Since that time, the variant has undergone three playtests (in ACD and DC) and four revisions.&lt;br /&gt;
&lt;br /&gt;
Dark Ages is a simple map translation variant – meaning none of the core rules of Diplomacy have changed at all, only the map and the roles that the players assume.  Which, in the case of Dark Ages, are the Gaels, Scots, Bretons, Anglo-Saxons, Danes, Norse, and Swedes, roughly as they were in the year of our Lord, 825.  Some concessions to gameplay at the expense of historical accuracy have been made, but these have been limited to the greatest extent possible.  The layout of the North Sea region lends itself readily to the intent of the variant – to emphasize naval action and fill the map with opportunities for convoys.  This is the age of Viking and Germanic invasions by sea, and the variant is designed to capture that spirit.&lt;br /&gt;
&lt;br /&gt;
The next section of this article will provide the first-time player of Dark Ages (which encompasses 99.9+% of the human race) with a brief overview of the variant and its opening strategies.   &lt;br /&gt;
&lt;br /&gt;
* The Gaels -&lt;br /&gt;
&lt;br /&gt;
The Gaelic position is most similar to Britain in Standard.  The Gaels begin fairly secure in their island home that we know today as Ireland.  While they enjoy considerable defensive advantages, their early opportunities for expansion are somewhat less than their immediate neighbours.&lt;br /&gt;
&lt;br /&gt;
The Isle of Man, Lancaster, and Cornwall are their most likely targets for growth in the first year.  The Gaels priorities for negotiations are fairly straightforward – form a strong bond with either the Scots or Bretons early, keeping options with the Anglo-Saxons open.  Avoid the formation of a Scot/Breton alliance at all costs – the Anglo-Saxons are unlikely to be able to save the Gaels in that situation, especially if they are distracted by the Danes.&lt;br /&gt;
  &lt;br /&gt;
* The Scots –&lt;br /&gt;
&lt;br /&gt;
The Scottish position is most similar to Germany in Standard.  The Scots begin the game poised for rapid expansion, but will have to make concessions to their neighbors in order to secure their vulnerabilities on three fronts.  Early occupation of key sea zones may carry a short-term cost in SCs, but will pay off as a deterrent to invasion from Scandinavia, and provide opportunities to gain diplomatic capital by offering support to Norse or Danish forces.  Alliances with the Gaels, Bretons, or Anglo-Saxons are all strong options in the early game, though the Scot player in particular must keep a nervous eye turned east as events unfold in Scandinavia.  Events in the British Isles and Scandinavia tend to resolve themselves independent of one another in the first 2-3 years, but after that, attacks across the North Sea become more common.  The Scots would do well to be the first one to occupy the strategically invaluable North Sea and Zetland Islands accordingly.   &lt;br /&gt;
&lt;br /&gt;
* The Bretons –&lt;br /&gt;
&lt;br /&gt;
The Breton position is most similar to Austria in Standard.  The Bretons have a tight group of home SCs that are all interconnected, and their position lies in a veritable minefield of SCs.  Just beyond that perimeter however, lie Gaels, Scots, and Anglo-Saxons – all three potential strong allies or formidable enemies.  The Bretons must tread carefully – peace on one, preferably two, fronts is a must.  To that end, SCs such as Deira and Lancaster must be weighed carefully – are they more valuable in Breton hands, or traded away for friendship with a neighbor?  An opening stab to Hwicce that threatens Hamptonshire can damage Anglo-Saxon growth tremendously – but are you *sure* that the Gaels will stay by your side?  Of all positions in Dark Ages, the Bretons offer the most reward for well-timed stabs.&lt;br /&gt;
&lt;br /&gt;
* The Anglo-Saxons –&lt;br /&gt;
&lt;br /&gt;
The Anglo-Saxon position is most similar to Italy in Standard.  Peaceful neutral expansion is readily available, and first year growth of 2 SCs can be attained without violating neutrality – but not without opening up vulnerabilities in your home SCs.  Breton invasion of Hwicce and Middle Anglia are significant threats in the first and second years – if their attacks are coordinated with the Gaels or Danes these threats have the potential for early Anglo-Saxon elimination.  Gaelic convoys into Cornwall can potentially coordinate with Breton attacks on Hamptonshire.  Although dangerous, Breton/Scot alliances are usually directed more at the Gaels than the Anglo-Saxons, and should be encouraged.  Breton/Gaelic alliances should be disrupted at all costs.  Finally, despite the threat they pose, the Bretons can also be extremely valuable as an ally against either the Gaels or the Scots – or both.  &lt;br /&gt;
&lt;br /&gt;
* The Danes –&lt;br /&gt;
&lt;br /&gt;
The Danish position does not have much similarity to any position in Standard.  The Danes are unquestionably a naval power with considerable prospects in both directions on the European coast, as well as at the expense of their neighbors in Scandinavia.  The Danes form one point of the “Scandinavian Triangle” of the Norse, Swedes, and Danes.  Typically, two of these will ally against the third, and barring significant involvement from the west, that third power will be eliminated early.  It is very much in the Scots and Anglo-Saxons interests to prevent this from happening however, and it is not at all uncommon for a Scot or Anglo-Saxon fleet in the North Sea to prop up Danish or Norse defenses to that end.&lt;br /&gt;
&lt;br /&gt;
* The Norse – &lt;br /&gt;
&lt;br /&gt;
The Norse position also bears little similarity to any position in Standard – Turkey is the closest match, but that is mostly due to their relationship with the Swedes.  The Norse have a simple choice of alliance with the Danes or Swedes, while remaining vigiliant against Scottish fleets heading east.  This choice also entails whether the Norse will be primarily a naval power (as is the case in most alliances with the Swedes) or if they will fight on land for dominance of Scandinavia (which is the direction most alliances with the Danes lead to.)  The Norse are the second point of the Scandinavian Triangle.  Of the three, they are the most vulnerable to attack from the west, typically by Scots that got off to a good start.  To that end, they usually have the most interest in a rapid resolution of events in the Scandinavian Triangle, which allows them to take the initiative against the powers of the British Isles.&lt;br /&gt;
&lt;br /&gt;
* And finally, the Swedes –&lt;br /&gt;
&lt;br /&gt;
The Swedes are the third point of the Scandinavian Triangle.  Their position bears many similarities to Russia in Standard, most notably in bi-coastal Lappland.  They have ample early opportunities for expansion, though most of them will be contested by the Danes or Norse.  Tension runs particularly high in Varmland and Skane, and a wise Swede will guard these territories jealously due to their tactical value.  The Swedish rear guard is very secure from attack, however, an alliance of Norse and Danes can launch a devastating pincer attack that can quickly reduce the Swedes.  The Swedes stand to gain the most from western involvement in Scandinavian affairs in the long term, despite the inability of those powers to directly aid Swedish defenses against an attack by the Norse and Danes.  The Swedes must focus more than any other power on the control of territory with tactical value rather than simply gaining SCs.&lt;br /&gt;
 &lt;br /&gt;
I hope this quick overview of opening strategies for the Dark Ages has piqued your interest in the variant, and whetted your appetite to pillage and plunder in the cold northern waters.  Any prospective GMs or interested players that would like more information or files for running the variant should contact me directly at Screwtape777 AT gmail DOT com.  Please respect privacy and limit the distribution and use of this address to Diplomacy related topics only.  &lt;br /&gt;
&lt;br /&gt;
Thanks!&lt;br /&gt;
&lt;br /&gt;
Your humble variant designer –&lt;br /&gt;
B.   &lt;br /&gt;
&lt;br /&gt;
[[Image:DarkAgesV4.png|center|850px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Variant]]&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Dark_Ages&amp;diff=1539</id>
		<title>Dark Ages</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Dark_Ages&amp;diff=1539"/>
		<updated>2010-04-14T03:28:17Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: /* Variant Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Variant Created by:  Benjamin Hester&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:DarkAgesV4Start.png|center|850px]]&lt;br /&gt;
&lt;br /&gt;
====Starting Positions====&lt;br /&gt;
&lt;br /&gt;
The Gaels - Forest Green, G (in Ireland)&amp;lt;br&amp;gt;&lt;br /&gt;
The Scots - Blue, C (in Scotland)&amp;lt;br&amp;gt;&lt;br /&gt;
The Bretons - Crimson, B (in Wales)&amp;lt;br&amp;gt;&lt;br /&gt;
The AngloSaxons - Olive, A (in southern England)&amp;lt;br&amp;gt;&lt;br /&gt;
The Danes - Orange, D (in Denmark)&amp;lt;br&amp;gt;&lt;br /&gt;
The Norse - Charcoal, N (in Norway)&amp;lt;br&amp;gt;&lt;br /&gt;
The Swedes - Teal, S (in Sweden)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Variant Rules====&lt;br /&gt;
&lt;br /&gt;
Dark Ages Variant Rules, Version 4.  Homepage: http://www.dipwiki.com&lt;br /&gt;
&lt;br /&gt;
The Dark Ages Variant is a historical transplant of Hasbro/Avalon Hill's Diplomacy game to the North Sea region in 825 AD.  &lt;br /&gt;
&lt;br /&gt;
The Dark Ages variant conforms to the standard rules of Hasbro/Avalon Hill's Diplomacy in most every way, with the few exceptions listed below.  The standard rules are NOT copied here, and all players of the Dark Ages Variant are assumed to own or expected to purchase the Rules of Diplomacy (or better yet, the full game) through Hasbro/AH, as I did.  &lt;br /&gt;
&lt;br /&gt;
Turns move from Spring to Fall just like standard Diplomacy, and the first turn is Spring 825 AD.  Players take control of one of the seven major nations in the North Sea area, the Gaels, Scots, Britons, Anglo-Saxons, Danes, Norse, or Swedes.  &lt;br /&gt;
&lt;br /&gt;
Please check the names feature of Realpolitik for accepted abbreviations of territory names.  &lt;br /&gt;
&lt;br /&gt;
Special territories:&lt;br /&gt;
&lt;br /&gt;
Somerset, Jelling and Lappland are bi-coastal territories, similar to Spain or Bulgaria in Standard.  &lt;br /&gt;
&lt;br /&gt;
The Island of Man and Roskilde are similar to Constantinople in Standard in most respects.  Armies and Fleets may move directly from Jelling, to Roskilde, to Skane, and vice versa.  This is indicated on the map with the brown and black &amp;quot;bridges.&amp;quot;  Unlike Constantinople though, Fleets MAY move directly from Kattegat to Bay of Reric (and vice versa) - they may move around Roskilde.  A fleet in Roskilde may NOT convoy.  The Isle of Man functions in a similar manner, as do the sea zones around it.&lt;br /&gt;
&lt;br /&gt;
Zetland is a single land SC depicted on the map as an island group.  Everything inside the small blue circle is a single space, i.e. the four small islands and the small amount of water around them are all one space (similar to Cebu in Colonial).  Zetland is bordered at sea by Scapa Flow, Norwegian Sea, Rogaland Coast, and Moray Firth.  It is not adjacent by land to any other territory, though Zetland may be occupied by an army (via convoy) or by a fleet.  &lt;br /&gt;
&lt;br /&gt;
Finally, the Eider River, which forms the border between Ribe and Saxony, is navigable by fleets.  This means that a fleet in Ribe or a fleet in Saxony may move to either the North Frisian Coast, or the Bay of Reric.  These two sea zones are *not* adjacent to one another - i.e. a fleet in Bay of Reric must first travel to either Ribe or Saxony, and then on to North Frisian Coast in the following turn.  Neither Ribe or Saxony is bi-coastal.&lt;br /&gt;
      &lt;br /&gt;
There are 37 total SCs on the map.  Solo victory is declared when one nation has control of 19 SCs (simple majority).  Have fun and happy raiding!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:DarkAgesV4StartNames.png|center|850px]]&lt;br /&gt;
&lt;br /&gt;
====Commentary====&lt;br /&gt;
&lt;br /&gt;
The Dark Ages variant was released in late 2007 as part of my relentless quest to become the most prolific variant designer around.  (I only have three others completed, so I’m sure I have a ways to go before I can claim that title.)  Since that time, the variant has undergone three playtests (in ACD and DC) and four revisions.&lt;br /&gt;
&lt;br /&gt;
Dark Ages is a simple map translation variant – meaning none of the core rules of Diplomacy have changed at all, only the map and the roles that the players assume.  Which, in the case of Dark Ages, are the Gaels, Scots, Bretons, Anglo-Saxons, Danes, Norse, and Swedes, roughly as they were in the year of our Lord, 825.  Some concessions to gameplay at the expense of historical accuracy have been made, but these have been limited to the greatest extent possible.  The layout of the North Sea region lends itself readily to the intent of the variant – to emphasize naval action and fill the map with opportunities for convoys.  This is the age of Viking and Germanic invasions by sea, and the variant is designed to capture that spirit.&lt;br /&gt;
&lt;br /&gt;
The next section of this article will provide the first-time player of Dark Ages (which encompasses 99.9+% of the human race) with a brief overview of the variant and its opening strategies.   &lt;br /&gt;
&lt;br /&gt;
* The Gaels -&lt;br /&gt;
&lt;br /&gt;
The Gaelic position is most similar to Britain in Standard.  The Gaels begin fairly secure in their island home that we know today as Ireland.  While they enjoy considerable defensive advantages, their early opportunities for expansion are somewhat less than their immediate neighbours.&lt;br /&gt;
&lt;br /&gt;
The Isle of Man, Lancaster, and Brittany are their most likely targets for growth in the first year.  The Gaels priorities for negotiations are fairly straightforward – form a strong bond with either the Scots or Bretons early, keeping options with the Anglo-Saxons open.  Avoid the formation of a Scot/Breton alliance at all costs – the Anglo-Saxons are unlikely to be able to save the Gaels in that situation, especially if they are distracted by the Danes.&lt;br /&gt;
  &lt;br /&gt;
* The Scots –&lt;br /&gt;
&lt;br /&gt;
The Scottish position is most similar to Germany in Standard.  The Scots begin the game poised for rapid expansion, but will have to make concessions to their neighbors in order to secure their vulnerabilities on three fronts.  Early occupation of key sea zones may carry a short-term cost in SCs, but will pay off as a deterrent to invasion from Scandinavia, and provide opportunities to gain diplomatic capital by offering support to Norse or Danish forces.  Alliances with the Gaels, Bretons, or Anglo-Saxons are all strong options in the early game, though the Scot player in particular must keep a nervous eye turned east as events unfold in Scandinavia.  Events in the British Isles and Scandinavia tend to resolve themselves independent of one another in the first 2-3 years, but after that, attacks across the North Sea become more common.  The Scots would do well to be the first one to occupy the strategically invaluable North Sea and Zetland Islands accordingly.   &lt;br /&gt;
&lt;br /&gt;
* The Bretons –&lt;br /&gt;
&lt;br /&gt;
The Breton position is most similar to Austria in Standard.  The Bretons have a tight group of home SCs that are all interconnected, and their position lies in a veritable minefield of SCs.  Just beyond that perimeter however, lie Gaels, Scots, and Anglo-Saxons – all three potential strong allies or formidable enemies.  The Bretons must tread carefully – peace on one, preferably two, fronts is a must.  To that end, SCs such as Deira and Lancaster must be weighed carefully – are they more valuable in Breton hands, or traded away for friendship with a neighbor?  An opening stab to Hwicce that threatens Hamptonshire can damage Anglo-Saxon growth tremendously – but are you *sure* that the Gaels will stay by your side?  Of all positions in Dark Ages, the Bretons offer the most reward for well-timed stabs.&lt;br /&gt;
&lt;br /&gt;
* The Anglo-Saxons –&lt;br /&gt;
&lt;br /&gt;
The Anglo-Saxon position is most similar to Italy in Standard.  Peaceful neutral expansion is readily available, and first year growth of 2 SCs can be attained without violating neutrality – but not without opening up vulnerabilities in your home SCs.  Breton invasion of Hwicce and Middle Anglia are significant threats in the first and second years – if their attacks are coordinated with the Gaels or Danes these threats have the potential for early Anglo-Saxon elimination.  Gaelic convoys into Cornwall can potentially coordinate with Breton attacks on Hamptonshire.  Although dangerous, Breton/Scot alliances are usually directed more at the Gaels than the Anglo-Saxons, and should be encouraged.  Breton/Gaelic alliances should be disrupted at all costs.  Finally, despite the threat they pose, the Bretons can also be extremely valuable as an ally against either the Gaels or the Scots – or both.  &lt;br /&gt;
&lt;br /&gt;
* The Danes –&lt;br /&gt;
&lt;br /&gt;
The Danish position does not have much similarity to any position in Standard.  The Danes are unquestionably a naval power with considerable prospects in both directions on the European coast, as well as at the expense of their neighbors in Scandinavia.  The Danes form one point of the “Scandinavian Triangle” of the Norse, Swedes, and Danes.  Typically, two of these will ally against the third, and barring significant involvement from the west, that third power will be eliminated early.  It is very much in the Scots and Anglo-Saxons interests to prevent this from happening however, and it is not at all uncommon for a Scot or Anglo-Saxon fleet in the North Sea to prop up Danish or Norse defenses to that end.&lt;br /&gt;
&lt;br /&gt;
* The Norse – &lt;br /&gt;
&lt;br /&gt;
The Norse position also bears little similarity to any position in Standard – Turkey is the closest match, but that is mostly due to their relationship with the Swedes.  The Norse have a simple choice of alliance with the Danes or Swedes, while remaining vigiliant against Scottish fleets heading east.  This choice also entails whether the Norse will be primarily a naval power (as is the case in most alliances with the Swedes) or if they will fight on land for dominance of Scandinavia (which is the direction most alliances with the Danes lead to.)  The Norse are the second point of the Scandinavian Triangle.  Of the three, they are the most vulnerable to attack from the west, typically by Scots that got off to a good start.  To that end, they usually have the most interest in a rapid resolution of events in the Scandinavian Triangle, which allows them to take the initiative against the powers of the British Isles.&lt;br /&gt;
&lt;br /&gt;
* And finally, the Swedes –&lt;br /&gt;
&lt;br /&gt;
The Swedes are the third point of the Scandinavian Triangle.  Their position bears many similarities to Russia in Standard, most notably in bi-coastal Lappland.  They have ample early opportunities for expansion, though most of them will be contested by the Danes or Norse.  Tension runs particularly high in Varmland and Skane, and a wise Swede will guard these territories jealously due to their tactical value.  The Swedish rear guard is very secure from attack, however, an alliance of Norse and Danes can launch a devastating pincer attack that can quickly reduce the Swedes.  The Swedes stand to gain the most from western involvement in Scandinavian affairs in the long term, despite the inability of those powers to directly aid Swedish defenses against an attack by the Norse and Danes.  The Swedes must focus more than any other power on the control of territory with tactical value rather than simply gaining SCs.&lt;br /&gt;
 &lt;br /&gt;
I hope this quick overview of opening strategies for the Dark Ages has piqued your interest in the variant, and whetted your appetite to pillage and plunder in the cold northern waters.  Any prospective GMs or interested players that would like more information or files for running the variant should contact me directly at Screwtape777 AT gmail DOT com.  Please respect privacy and limit the distribution and use of this address to Diplomacy related topics only.  &lt;br /&gt;
&lt;br /&gt;
Thanks!&lt;br /&gt;
&lt;br /&gt;
Your humble variant designer –&lt;br /&gt;
B.   &lt;br /&gt;
&lt;br /&gt;
[[Image:DarkAgesV4.png|center|850px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Variant]]&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Dark_Ages&amp;diff=1536</id>
		<title>Dark Ages</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Dark_Ages&amp;diff=1536"/>
		<updated>2010-04-11T21:11:51Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Variant Created by:  Benjamin Hester&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:DarkAgesV4Start.png|center|850px]]&lt;br /&gt;
&lt;br /&gt;
====Starting Positions====&lt;br /&gt;
&lt;br /&gt;
The Gaels - Forest Green, G (in Ireland)&amp;lt;br&amp;gt;&lt;br /&gt;
The Scots - Blue, C (in Scotland)&amp;lt;br&amp;gt;&lt;br /&gt;
The Bretons - Crimson, B (in Wales)&amp;lt;br&amp;gt;&lt;br /&gt;
The AngloSaxons - Olive, A (in southern England)&amp;lt;br&amp;gt;&lt;br /&gt;
The Danes - Orange, D (in Denmark)&amp;lt;br&amp;gt;&lt;br /&gt;
The Norse - Charcoal, N (in Norway)&amp;lt;br&amp;gt;&lt;br /&gt;
The Swedes - Teal, S (in Sweden)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Variant Rules====&lt;br /&gt;
&lt;br /&gt;
Dark Ages Variant Rules, Version 4.  Homepage: http://www.dipwiki.com&lt;br /&gt;
&lt;br /&gt;
The Dark Ages Variant is a historical transplant of Hasbro/Avalon Hill's Diplomacy game to the North Sea region in 825 AD.  &lt;br /&gt;
&lt;br /&gt;
The Dark Ages variant conforms to the standard rules of Hasbro/Avalon Hill's Diplomacy in most every way, with the few exceptions listed below.  The standard rules are NOT copied here, and all players of the Dark Ages Variant are assumed to own or expected to purchase the Rules of Diplomacy (or better yet, the full game) through Hasbro/AH, as I did.  &lt;br /&gt;
&lt;br /&gt;
Turns move from Spring to Fall just like standard Diplomacy, and the first turn is Spring 825 AD.  Players take control of one of the seven major nations in the North Sea area, the Gaels, Scots, Britons, Anglo-Saxons, Danes, Norse, or Swedes.  &lt;br /&gt;
&lt;br /&gt;
Please check the names feature of Realpolitik for accepted abbreviations of territory names.  &lt;br /&gt;
&lt;br /&gt;
Special territories:&lt;br /&gt;
&lt;br /&gt;
Somerset, Jelling and Lappland are bi-coastal territories, similar to Spain or Bulgaria in Standard.  &lt;br /&gt;
&lt;br /&gt;
The Island of Man and Roskilde are similar to Constantinople in Standard in most respects.  Armies and Fleets may move directly from Jelling, to Roskilde, to Skane, and vice versa.  This is indicated on the map with the brown and black &amp;quot;bridges.&amp;quot;  Unlike Constantinople though, Fleets MAY move directly from Kattegat to Bay of Pomerania (and vice versa) - they may move around Roskilde.  A fleet in Roskilde may NOT convoy.  The Isle of Man functions in a similar manner, as do the sea zones around it.&lt;br /&gt;
&lt;br /&gt;
Zetland is a single land SC depicted on the map as an island group.  Everything inside the small blue circle is a single space, i.e. the four small islands and the small amount of water around them are all one space (similar to Cebu in Colonial).  Zetland is bordered at sea by Scapa Flow, Norwegian Sea, Rogaland Coast, and Moray Firth.  It is not adjacent by land to any other territory, though Zetland may be occupied by an army (via convoy) or by a fleet.  &lt;br /&gt;
      &lt;br /&gt;
There are 37 total SCs on the map.  Solo victory is declared when one nation has control of 19 SCs (simple majority).  Have fun and happy raiding!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:DarkAgesV4StartNames.png|center|850px]]&lt;br /&gt;
&lt;br /&gt;
====Commentary====&lt;br /&gt;
&lt;br /&gt;
The Dark Ages variant was released in late 2007 as part of my relentless quest to become the most prolific variant designer around.  (I only have three others completed, so I’m sure I have a ways to go before I can claim that title.)  Since that time, the variant has undergone three playtests (in ACD and DC) and four revisions.&lt;br /&gt;
&lt;br /&gt;
Dark Ages is a simple map translation variant – meaning none of the core rules of Diplomacy have changed at all, only the map and the roles that the players assume.  Which, in the case of Dark Ages, are the Gaels, Scots, Bretons, Anglo-Saxons, Danes, Norse, and Swedes, roughly as they were in the year of our Lord, 825.  Some concessions to gameplay at the expense of historical accuracy have been made, but these have been limited to the greatest extent possible.  The layout of the North Sea region lends itself readily to the intent of the variant – to emphasize naval action and fill the map with opportunities for convoys.  This is the age of Viking and Germanic invasions by sea, and the variant is designed to capture that spirit.&lt;br /&gt;
&lt;br /&gt;
The next section of this article will provide the first-time player of Dark Ages (which encompasses 99.9+% of the human race) with a brief overview of the variant and its opening strategies.   &lt;br /&gt;
&lt;br /&gt;
* The Gaels -&lt;br /&gt;
&lt;br /&gt;
The Gaelic position is most similar to Britain in Standard.  The Gaels begin fairly secure in their island home that we know today as Ireland.  While they enjoy considerable defensive advantages, their early opportunities for expansion are somewhat less than their immediate neighbours.&lt;br /&gt;
&lt;br /&gt;
The Isle of Man, Lancaster, and Brittany are their most likely targets for growth in the first year.  The Gaels priorities for negotiations are fairly straightforward – form a strong bond with either the Scots or Bretons early, keeping options with the Anglo-Saxons open.  Avoid the formation of a Scot/Breton alliance at all costs – the Anglo-Saxons are unlikely to be able to save the Gaels in that situation, especially if they are distracted by the Danes.&lt;br /&gt;
  &lt;br /&gt;
* The Scots –&lt;br /&gt;
&lt;br /&gt;
The Scottish position is most similar to Germany in Standard.  The Scots begin the game poised for rapid expansion, but will have to make concessions to their neighbors in order to secure their vulnerabilities on three fronts.  Early occupation of key sea zones may carry a short-term cost in SCs, but will pay off as a deterrent to invasion from Scandinavia, and provide opportunities to gain diplomatic capital by offering support to Norse or Danish forces.  Alliances with the Gaels, Bretons, or Anglo-Saxons are all strong options in the early game, though the Scot player in particular must keep a nervous eye turned east as events unfold in Scandinavia.  Events in the British Isles and Scandinavia tend to resolve themselves independent of one another in the first 2-3 years, but after that, attacks across the North Sea become more common.  The Scots would do well to be the first one to occupy the strategically invaluable North Sea and Zetland Islands accordingly.   &lt;br /&gt;
&lt;br /&gt;
* The Bretons –&lt;br /&gt;
&lt;br /&gt;
The Breton position is most similar to Austria in Standard.  The Bretons have a tight group of home SCs that are all interconnected, and their position lies in a veritable minefield of SCs.  Just beyond that perimeter however, lie Gaels, Scots, and Anglo-Saxons – all three potential strong allies or formidable enemies.  The Bretons must tread carefully – peace on one, preferably two, fronts is a must.  To that end, SCs such as Deira and Lancaster must be weighed carefully – are they more valuable in Breton hands, or traded away for friendship with a neighbor?  An opening stab to Hwicce that threatens Hamptonshire can damage Anglo-Saxon growth tremendously – but are you *sure* that the Gaels will stay by your side?  Of all positions in Dark Ages, the Bretons offer the most reward for well-timed stabs.&lt;br /&gt;
&lt;br /&gt;
* The Anglo-Saxons –&lt;br /&gt;
&lt;br /&gt;
The Anglo-Saxon position is most similar to Italy in Standard.  Peaceful neutral expansion is readily available, and first year growth of 2 SCs can be attained without violating neutrality – but not without opening up vulnerabilities in your home SCs.  Breton invasion of Hwicce and Middle Anglia are significant threats in the first and second years – if their attacks are coordinated with the Gaels or Danes these threats have the potential for early Anglo-Saxon elimination.  Gaelic convoys into Cornwall can potentially coordinate with Breton attacks on Hamptonshire.  Although dangerous, Breton/Scot alliances are usually directed more at the Gaels than the Anglo-Saxons, and should be encouraged.  Breton/Gaelic alliances should be disrupted at all costs.  Finally, despite the threat they pose, the Bretons can also be extremely valuable as an ally against either the Gaels or the Scots – or both.  &lt;br /&gt;
&lt;br /&gt;
* The Danes –&lt;br /&gt;
&lt;br /&gt;
The Danish position does not have much similarity to any position in Standard.  The Danes are unquestionably a naval power with considerable prospects in both directions on the European coast, as well as at the expense of their neighbors in Scandinavia.  The Danes form one point of the “Scandinavian Triangle” of the Norse, Swedes, and Danes.  Typically, two of these will ally against the third, and barring significant involvement from the west, that third power will be eliminated early.  It is very much in the Scots and Anglo-Saxons interests to prevent this from happening however, and it is not at all uncommon for a Scot or Anglo-Saxon fleet in the North Sea to prop up Danish or Norse defenses to that end.&lt;br /&gt;
&lt;br /&gt;
* The Norse – &lt;br /&gt;
&lt;br /&gt;
The Norse position also bears little similarity to any position in Standard – Turkey is the closest match, but that is mostly due to their relationship with the Swedes.  The Norse have a simple choice of alliance with the Danes or Swedes, while remaining vigiliant against Scottish fleets heading east.  This choice also entails whether the Norse will be primarily a naval power (as is the case in most alliances with the Swedes) or if they will fight on land for dominance of Scandinavia (which is the direction most alliances with the Danes lead to.)  The Norse are the second point of the Scandinavian Triangle.  Of the three, they are the most vulnerable to attack from the west, typically by Scots that got off to a good start.  To that end, they usually have the most interest in a rapid resolution of events in the Scandinavian Triangle, which allows them to take the initiative against the powers of the British Isles.&lt;br /&gt;
&lt;br /&gt;
* And finally, the Swedes –&lt;br /&gt;
&lt;br /&gt;
The Swedes are the third point of the Scandinavian Triangle.  Their position bears many similarities to Russia in Standard, most notably in bi-coastal Lappland.  They have ample early opportunities for expansion, though most of them will be contested by the Danes or Norse.  Tension runs particularly high in Varmland and Skane, and a wise Swede will guard these territories jealously due to their tactical value.  The Swedish rear guard is very secure from attack, however, an alliance of Norse and Danes can launch a devastating pincer attack that can quickly reduce the Swedes.  The Swedes stand to gain the most from western involvement in Scandinavian affairs in the long term, despite the inability of those powers to directly aid Swedish defenses against an attack by the Norse and Danes.  The Swedes must focus more than any other power on the control of territory with tactical value rather than simply gaining SCs.&lt;br /&gt;
 &lt;br /&gt;
I hope this quick overview of opening strategies for the Dark Ages has piqued your interest in the variant, and whetted your appetite to pillage and plunder in the cold northern waters.  Any prospective GMs or interested players that would like more information or files for running the variant should contact me directly at Screwtape777 AT gmail DOT com.  Please respect privacy and limit the distribution and use of this address to Diplomacy related topics only.  &lt;br /&gt;
&lt;br /&gt;
Thanks!&lt;br /&gt;
&lt;br /&gt;
Your humble variant designer –&lt;br /&gt;
B.   &lt;br /&gt;
&lt;br /&gt;
[[Image:DarkAgesV4.png|center|850px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Variant]]&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=File:DarkAgesV4.png&amp;diff=1535</id>
		<title>File:DarkAgesV4.png</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=File:DarkAgesV4.png&amp;diff=1535"/>
		<updated>2010-04-11T21:11:01Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Dark_Ages&amp;diff=1534</id>
		<title>Dark Ages</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Dark_Ages&amp;diff=1534"/>
		<updated>2010-04-11T21:10:31Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Variant Created by:  Benjamin Hester&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:DarkAgesV4Start.png|center|850px]]&lt;br /&gt;
&lt;br /&gt;
====Starting Positions====&lt;br /&gt;
&lt;br /&gt;
The Gaels - Forest Green, G (in Ireland)&amp;lt;br&amp;gt;&lt;br /&gt;
The Scots - Blue, C (in Scotland)&amp;lt;br&amp;gt;&lt;br /&gt;
The Bretons - Crimson, B (in Wales)&amp;lt;br&amp;gt;&lt;br /&gt;
The AngloSaxons - Olive, A (in southern England)&amp;lt;br&amp;gt;&lt;br /&gt;
The Danes - Orange, D (in Denmark)&amp;lt;br&amp;gt;&lt;br /&gt;
The Norse - Charcoal, N (in Norway)&amp;lt;br&amp;gt;&lt;br /&gt;
The Swedes - Teal, S (in Sweden)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Variant Rules====&lt;br /&gt;
&lt;br /&gt;
Dark Ages Variant Rules, Version 4.  Homepage: http://www.dipwiki.com&lt;br /&gt;
&lt;br /&gt;
The Dark Ages Variant is a historical transplant of Hasbro/Avalon Hill's Diplomacy game to the North Sea region in 825 AD.  &lt;br /&gt;
&lt;br /&gt;
The Dark Ages variant conforms to the standard rules of Hasbro/Avalon Hill's Diplomacy in most every way, with the few exceptions listed below.  The standard rules are NOT copied here, and all players of the Dark Ages Variant are assumed to own or expected to purchase the Rules of Diplomacy (or better yet, the full game) through Hasbro/AH, as I did.  &lt;br /&gt;
&lt;br /&gt;
Turns move from Spring to Fall just like standard Diplomacy, and the first turn is Spring 825 AD.  Players take control of one of the seven major nations in the North Sea area, the Gaels, Scots, Britons, Anglo-Saxons, Danes, Norse, or Swedes.  &lt;br /&gt;
&lt;br /&gt;
Please check the names feature of Realpolitik for accepted abbreviations of territory names.  &lt;br /&gt;
&lt;br /&gt;
Special territories:&lt;br /&gt;
&lt;br /&gt;
Somerset, Jelling and Lappland are bi-coastal territories, similar to Spain or Bulgaria in Standard.  &lt;br /&gt;
&lt;br /&gt;
The Island of Man and Roskilde are similar to Constantinople in Standard in most respects.  Armies and Fleets may move directly from Jelling, to Roskilde, to Skane, and vice versa.  This is indicated on the map with the brown and black &amp;quot;bridges.&amp;quot;  Unlike Constantinople though, Fleets MAY move directly from Kattegat to Bay of Pomerania (and vice versa) - they may move around Roskilde.  A fleet in Roskilde may NOT convoy.  The Isle of Man functions in a similar manner, as do the sea zones around it.&lt;br /&gt;
&lt;br /&gt;
Zetland is a single land SC depicted on the map as an island group.  Everything inside the small blue circle is a single space, i.e. the four small islands and the small amount of water around them are all one space (similar to Cebu in Colonial).  Zetland is bordered at sea by Scapa Flow, Norwegian Sea, Rogaland Coast, and Moray Firth.  It is not adjacent by land to any other territory, though Zetland may be occupied by an army (via convoy) or by a fleet.  &lt;br /&gt;
      &lt;br /&gt;
There are 37 total SCs on the map.  Solo victory is declared when one nation has control of 19 SCs (simple majority).  Have fun and happy raiding!&lt;br /&gt;
&lt;br /&gt;
[[Image:DarkAgesV4StartNames.png|center|850px]]&lt;br /&gt;
&lt;br /&gt;
====Commentary====&lt;br /&gt;
&lt;br /&gt;
The Dark Ages variant was released in late 2007 as part of my relentless quest to become the most prolific variant designer around.  (I only have three others completed, so I’m sure I have a ways to go before I can claim that title.)  Since that time, the variant has undergone three playtests (in ACD and DC) and four revisions.&lt;br /&gt;
&lt;br /&gt;
Dark Ages is a simple map translation variant – meaning none of the core rules of Diplomacy have changed at all, only the map and the roles that the players assume.  Which, in the case of Dark Ages, are the Gaels, Scots, Bretons, Anglo-Saxons, Danes, Norse, and Swedes, roughly as they were in the year of our Lord, 825.  Some concessions to gameplay at the expense of historical accuracy have been made, but these have been limited to the greatest extent possible.  The layout of the North Sea region lends itself readily to the intent of the variant – to emphasize naval action and fill the map with opportunities for convoys.  This is the age of Viking and Germanic invasions by sea, and the variant is designed to capture that spirit.&lt;br /&gt;
&lt;br /&gt;
The next section of this article will provide the first-time player of Dark Ages (which encompasses 99.9+% of the human race) with a brief overview of the variant and its opening strategies.   &lt;br /&gt;
&lt;br /&gt;
* The Gaels -&lt;br /&gt;
&lt;br /&gt;
The Gaelic position is most similar to Britain in Standard.  The Gaels begin fairly secure in their island home that we know today as Ireland.  While they enjoy considerable defensive advantages, their early opportunities for expansion are somewhat less than their immediate neighbours.&lt;br /&gt;
&lt;br /&gt;
The Isle of Man, Lancaster, and Brittany are their most likely targets for growth in the first year.  The Gaels priorities for negotiations are fairly straightforward – form a strong bond with either the Scots or Bretons early, keeping options with the Anglo-Saxons open.  Avoid the formation of a Scot/Breton alliance at all costs – the Anglo-Saxons are unlikely to be able to save the Gaels in that situation, especially if they are distracted by the Danes.&lt;br /&gt;
  &lt;br /&gt;
* The Scots –&lt;br /&gt;
&lt;br /&gt;
The Scottish position is most similar to Germany in Standard.  The Scots begin the game poised for rapid expansion, but will have to make concessions to their neighbors in order to secure their vulnerabilities on three fronts.  Early occupation of key sea zones may carry a short-term cost in SCs, but will pay off as a deterrent to invasion from Scandinavia, and provide opportunities to gain diplomatic capital by offering support to Norse or Danish forces.  Alliances with the Gaels, Bretons, or Anglo-Saxons are all strong options in the early game, though the Scot player in particular must keep a nervous eye turned east as events unfold in Scandinavia.  Events in the British Isles and Scandinavia tend to resolve themselves independent of one another in the first 2-3 years, but after that, attacks across the North Sea become more common.  The Scots would do well to be the first one to occupy the strategically invaluable North Sea and Zetland Islands accordingly.   &lt;br /&gt;
&lt;br /&gt;
* The Bretons –&lt;br /&gt;
&lt;br /&gt;
The Breton position is most similar to Austria in Standard.  The Bretons have a tight group of home SCs that are all interconnected, and their position lies in a veritable minefield of SCs.  Just beyond that perimeter however, lie Gaels, Scots, and Anglo-Saxons – all three potential strong allies or formidable enemies.  The Bretons must tread carefully – peace on one, preferably two, fronts is a must.  To that end, SCs such as Deira and Lancaster must be weighed carefully – are they more valuable in Breton hands, or traded away for friendship with a neighbor?  An opening stab to Hwicce that threatens Hamptonshire can damage Anglo-Saxon growth tremendously – but are you *sure* that the Gaels will stay by your side?  Of all positions in Dark Ages, the Bretons offer the most reward for well-timed stabs.&lt;br /&gt;
&lt;br /&gt;
* The Anglo-Saxons –&lt;br /&gt;
&lt;br /&gt;
The Anglo-Saxon position is most similar to Italy in Standard.  Peaceful neutral expansion is readily available, and first year growth of 2 SCs can be attained without violating neutrality – but not without opening up vulnerabilities in your home SCs.  Breton invasion of Hwicce and Middle Anglia are significant threats in the first and second years – if their attacks are coordinated with the Gaels or Danes these threats have the potential for early Anglo-Saxon elimination.  Gaelic convoys into Cornwall can potentially coordinate with Breton attacks on Hamptonshire.  Although dangerous, Breton/Scot alliances are usually directed more at the Gaels than the Anglo-Saxons, and should be encouraged.  Breton/Gaelic alliances should be disrupted at all costs.  Finally, despite the threat they pose, the Bretons can also be extremely valuable as an ally against either the Gaels or the Scots – or both.  &lt;br /&gt;
&lt;br /&gt;
* The Danes –&lt;br /&gt;
&lt;br /&gt;
The Danish position does not have much similarity to any position in Standard.  The Danes are unquestionably a naval power with considerable prospects in both directions on the European coast, as well as at the expense of their neighbors in Scandinavia.  The Danes form one point of the “Scandinavian Triangle” of the Norse, Swedes, and Danes.  Typically, two of these will ally against the third, and barring significant involvement from the west, that third power will be eliminated early.  It is very much in the Scots and Anglo-Saxons interests to prevent this from happening however, and it is not at all uncommon for a Scot or Anglo-Saxon fleet in the North Sea to prop up Danish or Norse defenses to that end.&lt;br /&gt;
&lt;br /&gt;
* The Norse – &lt;br /&gt;
&lt;br /&gt;
The Norse position also bears little similarity to any position in Standard – Turkey is the closest match, but that is mostly due to their relationship with the Swedes.  The Norse have a simple choice of alliance with the Danes or Swedes, while remaining vigiliant against Scottish fleets heading east.  This choice also entails whether the Norse will be primarily a naval power (as is the case in most alliances with the Swedes) or if they will fight on land for dominance of Scandinavia (which is the direction most alliances with the Danes lead to.)  The Norse are the second point of the Scandinavian Triangle.  Of the three, they are the most vulnerable to attack from the west, typically by Scots that got off to a good start.  To that end, they usually have the most interest in a rapid resolution of events in the Scandinavian Triangle, which allows them to take the initiative against the powers of the British Isles.&lt;br /&gt;
&lt;br /&gt;
* And finally, the Swedes –&lt;br /&gt;
&lt;br /&gt;
The Swedes are the third point of the Scandinavian Triangle.  Their position bears many similarities to Russia in Standard, most notably in bi-coastal Lappland.  They have ample early opportunities for expansion, though most of them will be contested by the Danes or Norse.  Tension runs particularly high in Varmland and Skane, and a wise Swede will guard these territories jealously due to their tactical value.  The Swedish rear guard is very secure from attack, however, an alliance of Norse and Danes can launch a devastating pincer attack that can quickly reduce the Swedes.  The Swedes stand to gain the most from western involvement in Scandinavian affairs in the long term, despite the inability of those powers to directly aid Swedish defenses against an attack by the Norse and Danes.  The Swedes must focus more than any other power on the control of territory with tactical value rather than simply gaining SCs.&lt;br /&gt;
 &lt;br /&gt;
I hope this quick overview of opening strategies for the Dark Ages has piqued your interest in the variant, and whetted your appetite to pillage and plunder in the cold northern waters.  Any prospective GMs or interested players that would like more information or files for running the variant should contact me directly at Screwtape777 AT gmail DOT com.  Please respect privacy and limit the distribution and use of this address to Diplomacy related topics only.  &lt;br /&gt;
&lt;br /&gt;
Thanks!&lt;br /&gt;
&lt;br /&gt;
Your humble variant designer –&lt;br /&gt;
B.   &lt;br /&gt;
&lt;br /&gt;
[[Image:DarkAgesV4StartNames.png|center|850px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Variant]]&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Dark_Ages&amp;diff=1527</id>
		<title>Dark Ages</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Dark_Ages&amp;diff=1527"/>
		<updated>2010-04-01T18:49:42Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Variant Created by:  Benjamin Hester&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:DarkAgesV4Start.png|center|850px]]&lt;br /&gt;
&lt;br /&gt;
====Starting Positions====&lt;br /&gt;
&lt;br /&gt;
The Gaels - Forest Green, G (in Ireland)&amp;lt;br&amp;gt;&lt;br /&gt;
The Scots - Blue, C (in Scotland)&amp;lt;br&amp;gt;&lt;br /&gt;
The Bretons - Crimson, B (in Wales)&amp;lt;br&amp;gt;&lt;br /&gt;
The AngloSaxons - Olive, A (in southern England)&amp;lt;br&amp;gt;&lt;br /&gt;
The Danes - Orange, D (in Denmark)&amp;lt;br&amp;gt;&lt;br /&gt;
The Norse - Charcoal, N (in Norway)&amp;lt;br&amp;gt;&lt;br /&gt;
The Swedes - Teal, S (in Sweden)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Variant Rules====&lt;br /&gt;
&lt;br /&gt;
Dark Ages Variant Rules, Version 4.  Homepage: http://www.dipwiki.com&lt;br /&gt;
&lt;br /&gt;
The Dark Ages Variant is a historical transplant of Hasbro/Avalon Hill's Diplomacy game to the North Sea region in 825 AD.  &lt;br /&gt;
&lt;br /&gt;
The Dark Ages variant conforms to the standard rules of Hasbro/Avalon Hill's Diplomacy in most every way, with the few exceptions listed below.  The standard rules are NOT copied here, and all players of the Dark Ages Variant are assumed to own or expected to purchase the Rules of Diplomacy (or better yet, the full game) through Hasbro/AH, as I did.  &lt;br /&gt;
&lt;br /&gt;
Turns move from Spring to Fall just like standard Diplomacy, and the first turn is Spring 825 AD.  Players take control of one of the seven major nations in the North Sea area, the Gaels, Scots, Britons, Anglo-Saxons, Danes, Norse, or Swedes.  &lt;br /&gt;
&lt;br /&gt;
Please check the names feature of Realpolitik for accepted abbreviations of territory names.  &lt;br /&gt;
&lt;br /&gt;
Special territories:&lt;br /&gt;
&lt;br /&gt;
Somerset, Jelling and Lappland are bi-coastal territories, similar to Spain or Bulgaria in Standard.  &lt;br /&gt;
&lt;br /&gt;
The Island of Man and Roskilde are similar to Constantinople in Standard in most respects.  Armies and Fleets may move directly from Jelling, to Roskilde, to Skane, and vice versa.  This is indicated on the map with the brown and black &amp;quot;bridges.&amp;quot;  Unlike Constantinople though, Fleets MAY move directly from Kattegat to Bay of Pomerania (and vice versa) - they may move around Roskilde.  A fleet in Roskilde may NOT convoy.  The Isle of Man functions in a similar manner, as do the sea zones around it.&lt;br /&gt;
&lt;br /&gt;
Zetland is a single land SC depicted on the map as an island group.  Everything inside the small blue circle is a single space, i.e. the four small islands and the small amount of water around them are all one space (similar to Cebu in Colonial).  Zetland is bordered at sea by Scapa Flow, Norwegian Sea, Rogaland Coast, and Moray Firth.  It is not adjacent by land to any other territory, though Zetland may be occupied by an army (via convoy) or by a fleet.  &lt;br /&gt;
      &lt;br /&gt;
There are 37 total SCs on the map.  Solo victory is declared when one nation has control of 19 SCs (simple majority).  Have fun and happy raiding!&lt;br /&gt;
&lt;br /&gt;
====Commentary====&lt;br /&gt;
&lt;br /&gt;
The Dark Ages variant was released in late 2007 as part of my relentless quest to become the most prolific variant designer around.  (I only have three others completed, so I’m sure I have a ways to go before I can claim that title.)  Since that time, the variant has undergone three playtests (in ACD and DC) and four revisions.&lt;br /&gt;
&lt;br /&gt;
Dark Ages is a simple map translation variant – meaning none of the core rules of Diplomacy have changed at all, only the map and the roles that the players assume.  Which, in the case of Dark Ages, are the Gaels, Scots, Bretons, Anglo-Saxons, Danes, Norse, and Swedes, roughly as they were in the year of our Lord, 825.  Some concessions to gameplay at the expense of historical accuracy have been made, but these have been limited to the greatest extent possible.  The layout of the North Sea region lends itself readily to the intent of the variant – to emphasize naval action and fill the map with opportunities for convoys.  This is the age of Viking and Germanic invasions by sea, and the variant is designed to capture that spirit.&lt;br /&gt;
&lt;br /&gt;
The next section of this article will provide the first-time player of Dark Ages (which encompasses 99.9+% of the human race) with a brief overview of the variant and its opening strategies.   &lt;br /&gt;
&lt;br /&gt;
* The Gaels -&lt;br /&gt;
&lt;br /&gt;
The Gaelic position is most similar to Britain in Standard.  The Gaels begin fairly secure in their island home that we know today as Ireland.  While they enjoy considerable defensive advantages, their early opportunities for expansion are somewhat less than their immediate neighbours.&lt;br /&gt;
&lt;br /&gt;
The Isle of Man, Lancaster, and Brittany are their most likely targets for growth in the first year.  The Gaels priorities for negotiations are fairly straightforward – form a strong bond with either the Scots or Bretons early, keeping options with the Anglo-Saxons open.  Avoid the formation of a Scot/Breton alliance at all costs – the Anglo-Saxons are unlikely to be able to save the Gaels in that situation, especially if they are distracted by the Danes.&lt;br /&gt;
  &lt;br /&gt;
* The Scots –&lt;br /&gt;
&lt;br /&gt;
The Scottish position is most similar to Germany in Standard.  The Scots begin the game poised for rapid expansion, but will have to make concessions to their neighbors in order to secure their vulnerabilities on three fronts.  Early occupation of key sea zones may carry a short-term cost in SCs, but will pay off as a deterrent to invasion from Scandinavia, and provide opportunities to gain diplomatic capital by offering support to Norse or Danish forces.  Alliances with the Gaels, Bretons, or Anglo-Saxons are all strong options in the early game, though the Scot player in particular must keep a nervous eye turned east as events unfold in Scandinavia.  Events in the British Isles and Scandinavia tend to resolve themselves independent of one another in the first 2-3 years, but after that, attacks across the North Sea become more common.  The Scots would do well to be the first one to occupy the strategically invaluable North Sea and Zetland Islands accordingly.   &lt;br /&gt;
&lt;br /&gt;
* The Bretons –&lt;br /&gt;
&lt;br /&gt;
The Breton position is most similar to Austria in Standard.  The Bretons have a tight group of home SCs that are all interconnected, and their position lies in a veritable minefield of SCs.  Just beyond that perimeter however, lie Gaels, Scots, and Anglo-Saxons – all three potential strong allies or formidable enemies.  The Bretons must tread carefully – peace on one, preferably two, fronts is a must.  To that end, SCs such as Deira and Lancaster must be weighed carefully – are they more valuable in Breton hands, or traded away for friendship with a neighbor?  An opening stab to Hwicce that threatens Hamptonshire can damage Anglo-Saxon growth tremendously – but are you *sure* that the Gaels will stay by your side?  Of all positions in Dark Ages, the Bretons offer the most reward for well-timed stabs.&lt;br /&gt;
&lt;br /&gt;
* The Anglo-Saxons –&lt;br /&gt;
&lt;br /&gt;
The Anglo-Saxon position is most similar to Italy in Standard.  Peaceful neutral expansion is readily available, and first year growth of 2 SCs can be attained without violating neutrality – but not without opening up vulnerabilities in your home SCs.  Breton invasion of Hwicce and Middle Anglia are significant threats in the first and second years – if their attacks are coordinated with the Gaels or Danes these threats have the potential for early Anglo-Saxon elimination.  Gaelic convoys into Cornwall can potentially coordinate with Breton attacks on Hamptonshire.  Although dangerous, Breton/Scot alliances are usually directed more at the Gaels than the Anglo-Saxons, and should be encouraged.  Breton/Gaelic alliances should be disrupted at all costs.  Finally, despite the threat they pose, the Bretons can also be extremely valuable as an ally against either the Gaels or the Scots – or both.  &lt;br /&gt;
&lt;br /&gt;
* The Danes –&lt;br /&gt;
&lt;br /&gt;
The Danish position does not have much similarity to any position in Standard.  The Danes are unquestionably a naval power with considerable prospects in both directions on the European coast, as well as at the expense of their neighbors in Scandinavia.  The Danes form one point of the “Scandinavian Triangle” of the Norse, Swedes, and Danes.  Typically, two of these will ally against the third, and barring significant involvement from the west, that third power will be eliminated early.  It is very much in the Scots and Anglo-Saxons interests to prevent this from happening however, and it is not at all uncommon for a Scot or Anglo-Saxon fleet in the North Sea to prop up Danish or Norse defenses to that end.&lt;br /&gt;
&lt;br /&gt;
* The Norse – &lt;br /&gt;
&lt;br /&gt;
The Norse position also bears little similarity to any position in Standard – Turkey is the closest match, but that is mostly due to their relationship with the Swedes.  The Norse have a simple choice of alliance with the Danes or Swedes, while remaining vigiliant against Scottish fleets heading east.  This choice also entails whether the Norse will be primarily a naval power (as is the case in most alliances with the Swedes) or if they will fight on land for dominance of Scandinavia (which is the direction most alliances with the Danes lead to.)  The Norse are the second point of the Scandinavian Triangle.  Of the three, they are the most vulnerable to attack from the west, typically by Scots that got off to a good start.  To that end, they usually have the most interest in a rapid resolution of events in the Scandinavian Triangle, which allows them to take the initiative against the powers of the British Isles.&lt;br /&gt;
&lt;br /&gt;
* And finally, the Swedes –&lt;br /&gt;
&lt;br /&gt;
The Swedes are the third point of the Scandinavian Triangle.  Their position bears many similarities to Russia in Standard, most notably in bi-coastal Lappland.  They have ample early opportunities for expansion, though most of them will be contested by the Danes or Norse.  Tension runs particularly high in Varmland and Skane, and a wise Swede will guard these territories jealously due to their tactical value.  The Swedish rear guard is very secure from attack, however, an alliance of Norse and Danes can launch a devastating pincer attack that can quickly reduce the Swedes.  The Swedes stand to gain the most from western involvement in Scandinavian affairs in the long term, despite the inability of those powers to directly aid Swedish defenses against an attack by the Norse and Danes.  The Swedes must focus more than any other power on the control of territory with tactical value rather than simply gaining SCs.&lt;br /&gt;
 &lt;br /&gt;
I hope this quick overview of opening strategies for the Dark Ages has piqued your interest in the variant, and whetted your appetite to pillage and plunder in the cold northern waters.  Any prospective GMs or interested players that would like more information or files for running the variant should contact me directly at Screwtape777 AT gmail DOT com.  Please respect privacy and limit the distribution and use of this address to Diplomacy related topics only.  &lt;br /&gt;
&lt;br /&gt;
Thanks!&lt;br /&gt;
&lt;br /&gt;
Your humble variant designer –&lt;br /&gt;
B.   &lt;br /&gt;
&lt;br /&gt;
[[Image:DarkAgesV4StartNames.png|center|850px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Variant]]&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Dark_Ages&amp;diff=1526</id>
		<title>Dark Ages</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Dark_Ages&amp;diff=1526"/>
		<updated>2010-04-01T18:48:11Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Variant Created by:  Benjamin Hester&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:DarkAgesV4StartNames.png|center|850px]]&lt;br /&gt;
&lt;br /&gt;
====Starting Positions====&lt;br /&gt;
&lt;br /&gt;
The Gaels - Forest Green, G (in Ireland)&amp;lt;br&amp;gt;&lt;br /&gt;
The Scots - Blue, C (in Scotland)&amp;lt;br&amp;gt;&lt;br /&gt;
The Bretons - Crimson, B (in Wales)&amp;lt;br&amp;gt;&lt;br /&gt;
The AngloSaxons - Olive, A (in southern England)&amp;lt;br&amp;gt;&lt;br /&gt;
The Danes - Orange, D (in Denmark)&amp;lt;br&amp;gt;&lt;br /&gt;
The Norse - Charcoal, N (in Norway)&amp;lt;br&amp;gt;&lt;br /&gt;
The Swedes - Teal, S (in Sweden)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Variant Rules====&lt;br /&gt;
&lt;br /&gt;
Dark Ages Variant Rules, Version 4.  Homepage: http://www.dipwiki.com&lt;br /&gt;
&lt;br /&gt;
The Dark Ages Variant is a historical transplant of Hasbro/Avalon Hill's Diplomacy game to the North Sea region in 825 AD.  &lt;br /&gt;
&lt;br /&gt;
The Dark Ages variant conforms to the standard rules of Hasbro/Avalon Hill's Diplomacy in most every way, with the few exceptions listed below.  The standard rules are NOT copied here, and all players of the Dark Ages Variant are assumed to own or expected to purchase the Rules of Diplomacy (or better yet, the full game) through Hasbro/AH, as I did.  &lt;br /&gt;
&lt;br /&gt;
Turns move from Spring to Fall just like standard Diplomacy, and the first turn is Spring 825 AD.  Players take control of one of the seven major nations in the North Sea area, the Gaels, Scots, Britons, Anglo-Saxons, Danes, Norse, or Swedes.  &lt;br /&gt;
&lt;br /&gt;
Please check the names feature of Realpolitik for accepted abbreviations of territory names.  &lt;br /&gt;
&lt;br /&gt;
Special territories:&lt;br /&gt;
&lt;br /&gt;
Somerset, Jelling and Lappland are bi-coastal territories, similar to Spain or Bulgaria in Standard.  &lt;br /&gt;
&lt;br /&gt;
The Island of Man and Roskilde are similar to Constantinople in Standard in most respects.  Armies and Fleets may move directly from Jelling, to Roskilde, to Skane, and vice versa.  This is indicated on the map with the brown and black &amp;quot;bridges.&amp;quot;  Unlike Constantinople though, Fleets MAY move directly from Kattegat to Bay of Pomerania (and vice versa) - they may move around Roskilde.  A fleet in Roskilde may NOT convoy.  The Isle of Man functions in a similar manner, as do the sea zones around it.&lt;br /&gt;
&lt;br /&gt;
Zetland is a single land SC depicted on the map as an island group.  Everything inside the small blue circle is a single space, i.e. the four small islands and the small amount of water around them are all one space (similar to Cebu in Colonial).  Zetland is bordered at sea by Scapa Flow, Norwegian Sea, Rogaland Coast, and Moray Firth.  It is not adjacent by land to any other territory, though Zetland may be occupied by an army (via convoy) or by a fleet.  &lt;br /&gt;
      &lt;br /&gt;
There are 37 total SCs on the map.  Solo victory is declared when one nation has control of 19 SCs (simple majority).  Have fun and happy raiding!&lt;br /&gt;
&lt;br /&gt;
====Commentary====&lt;br /&gt;
&lt;br /&gt;
The Dark Ages variant was released in late 2007 as part of my relentless quest to become the most prolific variant designer around.  (I only have three others completed, so I’m sure I have a ways to go before I can claim that title.)  Since that time, the variant has undergone three playtests (in ACD and DC) and four revisions.&lt;br /&gt;
&lt;br /&gt;
Dark Ages is a simple map translation variant – meaning none of the core rules of Diplomacy have changed at all, only the map and the roles that the players assume.  Which, in the case of Dark Ages, are the Gaels, Scots, Bretons, Anglo-Saxons, Danes, Norse, and Swedes, roughly as they were in the year of our Lord, 825.  Some concessions to gameplay at the expense of historical accuracy have been made, but these have been limited to the greatest extent possible.  The layout of the North Sea region lends itself readily to the intent of the variant – to emphasize naval action and fill the map with opportunities for convoys.  This is the age of Viking and Germanic invasions by sea, and the variant is designed to capture that spirit.&lt;br /&gt;
&lt;br /&gt;
The next section of this article will provide the first-time player of Dark Ages (which encompasses 99.9+% of the human race) with a brief overview of the variant and its opening strategies.   &lt;br /&gt;
&lt;br /&gt;
* The Gaels -&lt;br /&gt;
&lt;br /&gt;
The Gaelic position is most similar to Britain in Standard.  The Gaels begin fairly secure in their island home that we know today as Ireland.  While they enjoy considerable defensive advantages, their early opportunities for expansion are somewhat less than their immediate neighbours.&lt;br /&gt;
&lt;br /&gt;
The Isle of Man, Lancaster, and Brittany are their most likely targets for growth in the first year.  The Gaels priorities for negotiations are fairly straightforward – form a strong bond with either the Scots or Bretons early, keeping options with the Anglo-Saxons open.  Avoid the formation of a Scot/Breton alliance at all costs – the Anglo-Saxons are unlikely to be able to save the Gaels in that situation, especially if they are distracted by the Danes.&lt;br /&gt;
  &lt;br /&gt;
* The Scots –&lt;br /&gt;
&lt;br /&gt;
The Scottish position is most similar to Germany in Standard.  The Scots begin the game poised for rapid expansion, but will have to make concessions to their neighbors in order to secure their vulnerabilities on three fronts.  Early occupation of key sea zones may carry a short-term cost in SCs, but will pay off as a deterrent to invasion from Scandinavia, and provide opportunities to gain diplomatic capital by offering support to Norse or Danish forces.  Alliances with the Gaels, Bretons, or Anglo-Saxons are all strong options in the early game, though the Scot player in particular must keep a nervous eye turned east as events unfold in Scandinavia.  Events in the British Isles and Scandinavia tend to resolve themselves independent of one another in the first 2-3 years, but after that, attacks across the North Sea become more common.  The Scots would do well to be the first one to occupy the strategically invaluable North Sea and Zetland Islands accordingly.   &lt;br /&gt;
&lt;br /&gt;
* The Bretons –&lt;br /&gt;
&lt;br /&gt;
The Breton position is most similar to Austria in Standard.  The Bretons have a tight group of home SCs that are all interconnected, and their position lies in a veritable minefield of SCs.  Just beyond that perimeter however, lie Gaels, Scots, and Anglo-Saxons – all three potential strong allies or formidable enemies.  The Bretons must tread carefully – peace on one, preferably two, fronts is a must.  To that end, SCs such as Deira and Lancaster must be weighed carefully – are they more valuable in Breton hands, or traded away for friendship with a neighbor?  An opening stab to Hwicce that threatens Hamptonshire can damage Anglo-Saxon growth tremendously – but are you *sure* that the Gaels will stay by your side?  Of all positions in Dark Ages, the Bretons offer the most reward for well-timed stabs.&lt;br /&gt;
&lt;br /&gt;
* The Anglo-Saxons –&lt;br /&gt;
&lt;br /&gt;
The Anglo-Saxon position is most similar to Italy in Standard.  Peaceful neutral expansion is readily available, and first year growth of 2 SCs can be attained without violating neutrality – but not without opening up vulnerabilities in your home SCs.  Breton invasion of Hwicce and Middle Anglia are significant threats in the first and second years – if their attacks are coordinated with the Gaels or Danes these threats have the potential for early Anglo-Saxon elimination.  Gaelic convoys into Cornwall can potentially coordinate with Breton attacks on Hamptonshire.  Although dangerous, Breton/Scot alliances are usually directed more at the Gaels than the Anglo-Saxons, and should be encouraged.  Breton/Gaelic alliances should be disrupted at all costs.  Finally, despite the threat they pose, the Bretons can also be extremely valuable as an ally against either the Gaels or the Scots – or both.  &lt;br /&gt;
&lt;br /&gt;
* The Danes –&lt;br /&gt;
&lt;br /&gt;
The Danish position does not have much similarity to any position in Standard.  The Danes are unquestionably a naval power with considerable prospects in both directions on the European coast, as well as at the expense of their neighbors in Scandinavia.  The Danes form one point of the “Scandinavian Triangle” of the Norse, Swedes, and Danes.  Typically, two of these will ally against the third, and barring significant involvement from the west, that third power will be eliminated early.  It is very much in the Scots and Anglo-Saxons interests to prevent this from happening however, and it is not at all uncommon for a Scot or Anglo-Saxon fleet in the North Sea to prop up Danish or Norse defenses to that end.&lt;br /&gt;
&lt;br /&gt;
* The Norse – &lt;br /&gt;
&lt;br /&gt;
The Norse position also bears little similarity to any position in Standard – Turkey is the closest match, but that is mostly due to their relationship with the Swedes.  The Norse have a simple choice of alliance with the Danes or Swedes, while remaining vigiliant against Scottish fleets heading east.  This choice also entails whether the Norse will be primarily a naval power (as is the case in most alliances with the Swedes) or if they will fight on land for dominance of Scandinavia (which is the direction most alliances with the Danes lead to.)  The Norse are the second point of the Scandinavian Triangle.  Of the three, they are the most vulnerable to attack from the west, typically by Scots that got off to a good start.  To that end, they usually have the most interest in a rapid resolution of events in the Scandinavian Triangle, which allows them to take the initiative against the powers of the British Isles.&lt;br /&gt;
&lt;br /&gt;
* And finally, the Swedes –&lt;br /&gt;
&lt;br /&gt;
The Swedes are the third point of the Scandinavian Triangle.  Their position bears many similarities to Russia in Standard, most notably in bi-coastal Lappland.  They have ample early opportunities for expansion, though most of them will be contested by the Danes or Norse.  Tension runs particularly high in Varmland and Skane, and a wise Swede will guard these territories jealously due to their tactical value.  The Swedish rear guard is very secure from attack, however, an alliance of Norse and Danes can launch a devastating pincer attack that can quickly reduce the Swedes.  The Swedes stand to gain the most from western involvement in Scandinavian affairs in the long term, despite the inability of those powers to directly aid Swedish defenses against an attack by the Norse and Danes.  The Swedes must focus more than any other power on the control of territory with tactical value rather than simply gaining SCs.&lt;br /&gt;
 &lt;br /&gt;
I hope this quick overview of opening strategies for the Dark Ages has piqued your interest in the variant, and whetted your appetite to pillage and plunder in the cold northern waters.  Any prospective GMs or interested players that would like more information or files for running the variant should contact me directly at Screwtape777 AT gmail DOT com.  Please respect privacy and limit the distribution and use of this address to Diplomacy related topics only.  &lt;br /&gt;
&lt;br /&gt;
Thanks!&lt;br /&gt;
&lt;br /&gt;
Your humble variant designer –&lt;br /&gt;
B.   &lt;br /&gt;
&lt;br /&gt;
[[Image:DarkAgesV4StartNames.png|center|850px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Variant]]&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=File:DarkAgesV4StartNames.png&amp;diff=1525</id>
		<title>File:DarkAgesV4StartNames.png</title>
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		<updated>2010-04-01T18:39:44Z</updated>

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		<author><name>Nairenvorbeck</name></author>
	</entry>
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		<title>File:DarkAgesV4Start.png</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=File:DarkAgesV4Start.png&amp;diff=1524"/>
		<updated>2010-04-01T18:39:25Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: &lt;/p&gt;
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		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Sengoku&amp;diff=1511</id>
		<title>Sengoku</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Sengoku&amp;diff=1511"/>
		<updated>2010-03-04T18:55:07Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sengoku Jidai Variant Rules, Version 6DP  &amp;lt;br&amp;gt;&lt;br /&gt;
[http://nairenvorbeck.angelfire.com/ Homepage:]  &lt;br /&gt;
&lt;br /&gt;
[[Image:SengokuRev6DP.gif|center|850px]]&lt;br /&gt;
&lt;br /&gt;
=== Variant Description: ===&lt;br /&gt;
&lt;br /&gt;
Sengoku Jidai Variant Rules, Version 6(DP)  Homepage: http://nairenvorbeck.angelfire.com&lt;br /&gt;
&lt;br /&gt;
Sengoku Jidai Variant Rules, Version 6(DP)  Homepage: http://www.dipwiki.com&lt;br /&gt;
&lt;br /&gt;
The Sengoku Jidai Variant is a historical transplant of Hasbro/Avalon Hill's Diplomacy to medieval Japan. The Sengoku Jidai Variant conforms to the standard rules of Hasbro/Avalon Hill's Diplomacy in most every way, with the few exceptions listed below. The standard rules are NOT copied here, and all players of the Sengoku Jidai Variant are assumed to own or expected to purchase the Rules of Diplomacy (or better yet, the full game) through Hasbro/AH, as I did. Turns move from Spring to Fall just like standard Diplomacy, and the first turn is Spring 1570. &lt;br /&gt;
&lt;br /&gt;
Abbreviations are often not at all what you might expect them to be because of the significant number of provinces that share the same first three letters (i.e. Echigo, Echizen, Izumo, Izu, Yamashiro, Yamato, and all those that share their name with a body of water e.g. Tosa, Tosa Bay etc.) Be sure to check the names feature on Realpolitik. &lt;br /&gt;
&lt;br /&gt;
Units may be built on any vacant supply center that you have held for a fall. (i.e. all SCs controlled by players are considered their &amp;quot;home supply centers&amp;quot; for the purpose of building units - Chaos Builds.) Bizen and Sanuki are considered land contiguous, as are Nagato and Chikuzen, Iyo and Bungo, Iyo and Suo, Mikawa and Shima, and Awa and Kii, though they appear separated by water on the map. Both Armies and Fleets may cross from one of these territories directly to the other. Movement by fleets through the surrounding sea zones is unaffected. The six dark borders indicate these &amp;quot;bridges&amp;quot; on the map. The area containing the nameplate of the variant is impassable (though it appears to be a sea zone - this is for aesthetics only). &lt;br /&gt;
&lt;br /&gt;
In addition to the 8 players of this variant, there are neutral territories, represented by White on the map. Each neutral territory is occupied by a neutral unit that may be ordered to either hold or support another unit by using Diplomacy Points (DP). &lt;br /&gt;
&lt;br /&gt;
Every spring and fall, each player in the game receives 1 Diplomacy Point for each SC controlled (up to a maximum of 3) to use to influence the actions of the neutral units on the map. Each season, players may submit orders for the various neutral units as if they were their own, and assign up to 2 of their total DP points to each order. During adjudication, the order that received the most total DP points for a particular unit is carried out. Any other orders submitted with fewer DP points are not carried out, and those DP points are lost. A unit must receive at least 1 DP point to execute an order. Units receiving no DP points hold. Neutral units, like any other, may have their support cut by an attacking unit, and may be supported to hold by other neutrals or players. Neutral units are *not* subject to the self-dislodgement rule - meaning that a neutral unit *may* support a player to dislodge another neutral unit.  (i.e. each neutral unit is treated like a separate player).  Neutral units are disbanded immediately if dislodged, but rebuilt at the end of the year if the territory is not occupied. Once occupied, the territory becomes a standard SC, and never reverts to a neutral again. &lt;br /&gt;
&lt;br /&gt;
Victory is declared when one Daimyo has control of 21 SCs, or all other players concede defeat. Unlike previous versions, all types of draw proposals are now acceptable. Have fun and welcome to 16th Century Japan! &lt;br /&gt;
&lt;br /&gt;
=== Commentary: ===&lt;br /&gt;
&lt;br /&gt;
* Shimazu Yoshihisa - (S, Light Green, Southern Kyushu) &lt;br /&gt;
&lt;br /&gt;
One of the most ancient and well-established families among the daimyo of the Sengoku Jidai.  Benefits from a defensible corner position on the map, but can be slow to develop.  Conquest of the neutrals in Bungo (Otomo Sorin) and Hizen (Ryuzoji Takanobu) is a common objective.  A full attack by Mori and Chosokabe spells disaster for the Shimazu.&lt;br /&gt;
&lt;br /&gt;
* Mori Motonari - (R, Blue, Western Honshu)&lt;br /&gt;
&lt;br /&gt;
An upstart daimyo, formerly a retainer to his slain master of the Ouchi family.  Inherited his former master's holdings and developed them to become the strongest opponent of Nobunaga's successor, Toyotomi Hideyoshi.  Must avoid cooperation between Shimazu and Asakura at all costs.  Surrounded by neutrals, Mori does better to support some of them as buffers, rather than picking them off.  Vulnerable to attack by Shimazu and Asakura, and to a lesser extent, Chosokabe.  &lt;br /&gt;
&lt;br /&gt;
* Chosokabe Motochika - (C, Olive, Shikoku)&lt;br /&gt;
&lt;br /&gt;
Dominant on his home island of Shikoku, Chosokabe struggles to build influence on Honshu or Kyushu.  Development of ground forces is a top priority.  Benefits most from either the destruction of Shimazu, or a solid alliance with him, although the division of Mori spoils often tends to favor Shimazu.  Tensions over the vulnerable Suo Sea and wealthy Bizen should not preclude cooperation with Mori.&lt;br /&gt;
&lt;br /&gt;
* Asakura Yoshikage - (A, Orange, North-Central Honshu)&lt;br /&gt;
&lt;br /&gt;
Surrounded by neutral armies and resource-poor lands, Asakura must choose early to move decisively either north or south along the coast of Honshu.  Splitting attentions between Mori and Uesugi leads to an early downfall.  Alliance with Oda is common, but more often, the two simply agree to leave one another alone rather than coordinate attacks.  Uesugi can pose a serious challenge if Takeda allows him to grow unchecked.  Takeda proves to be a worthy ally, especially in an alliance against Uesugi or Oda.&lt;br /&gt;
&lt;br /&gt;
* Oda Nobunaga - (D, Red, South-Central Honshu)&lt;br /&gt;
&lt;br /&gt;
The first of the three great unifiers of Japan, Oda Nobunaga rose from humble beginnings in the resource-poor province of Owari to dominate the heartland of Honshu.  He was the daimyo that unseated the Ashikaga Emperor in Kyoto, Yamashiro province.  Like Asakura, Oda must move decisively in one direction early in the game to succeed, while using diplomacy to secure the other front.  A negotiated peace with Asakura, Takeda, or Hojo usually determines the focus of Oda's attacks.  &lt;br /&gt;
&lt;br /&gt;
* Takeda Shingen - (T, Dark Green, Northern Interior Honshu)&lt;br /&gt;
&lt;br /&gt;
Perhaps the most beloved and famous of the Sengoku daimyo, Takeda Shingen led the famed mounted samurai of Kai, whose superior tactics were dominant for many years over infantry wielding the European arquebus.  The frequent opponent of Uesugi, Hojo, and Oda historically, Takeda's hopes for victory lie in early aggression to restrain Uesugi and/or Hojo from claiming their otherwise easy builds.  An early spoiler attack from Takeda will crush the hopes of the other northern powers.  &lt;br /&gt;
&lt;br /&gt;
* Uesugi Kenshin - (U, Grey, Northwestern Coastal Honshu)&lt;br /&gt;
&lt;br /&gt;
Historically, the downfall of Uesugi was that his strength was spent on the battlefields of Kawanakajima (North Shinano) rather than focused on the shogunate.  His many battles with Takeda were the undoing of both great daimyo, and so it is in this game.  A negotiated settlement with Takeda is priceless, albeit difficult to achieve.  Cooperation with Hojo yields significant benefit, although the two powers can do little to aid each other initially - and often come into conflict over the ownership of neutral Hitachi (whose daimyo, Satake Yoshishige, was powerful in his own right).&lt;br /&gt;
&lt;br /&gt;
* Hojo Ujiyasu - (H, Teal, Northeastern Coastal Honshu)&lt;br /&gt;
&lt;br /&gt;
One of the last daimyo to fall before the mighty army of Toyotomi Hideyoshi, Oda Nobunaga's successor.  If left uncontested, the Hojo will quickly rise to dominate the Kanto region of Japan.  The potential for rapid initial gains can be easily negated by Takeda aggression however, and Oda poses a serious obstacle to southern conquests.  If trust can be built, alliance with Takeda is potentially the most profitable.&lt;br /&gt;
&lt;br /&gt;
[[Image:SengokuRev6DPStartMap.png|center|1050px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Variant]]&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Sengoku&amp;diff=1510</id>
		<title>Sengoku</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Sengoku&amp;diff=1510"/>
		<updated>2010-03-04T00:20:42Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sengoku Jidai Variant Rules, Version 6DP  &amp;lt;br&amp;gt;&lt;br /&gt;
[http://nairenvorbeck.angelfire.com/ Homepage:]  &lt;br /&gt;
&lt;br /&gt;
[[Image:SengokuRev6DP.gif|center|850px]]&lt;br /&gt;
&lt;br /&gt;
=== Variant Description: ===&lt;br /&gt;
&lt;br /&gt;
Sengoku Jidai Variant Rules, Version 6(DP)  Homepage: http://nairenvorbeck.angelfire.com&lt;br /&gt;
&lt;br /&gt;
The Sengoku Jidai Variant is a historical transplant of Hasbro/Avalon Hill's Diplomacy to medieval Japan.  The Sengoku Jidai Variant conforms to the standard rules of Hasbro/Avalon Hill's Diplomacy in most every way, with the few exceptions listed below.  The standard rules are NOT copied here, and all players of the Sengoku Jidai Variant are assumed to own or expected to purchase the Rules of Diplomacy (or better yet, the full game) through Hasbro/AH, as I did.  Turns move from Spring to Fall just like standard Diplomacy, and the first turn is Spring 1570.  &lt;br /&gt;
&lt;br /&gt;
Abbreviations are often not at all what you might expect them to be because of the significant number of provinces that share the same first three letters (i.e. Echigo, Echizen, Izumo, Izu, Yamashiro, Yamato, and all those that share their name with a body of water e.g. Tosa, Tosa Bay etc.)  Be sure to check the names feature on Realpolitik.  &lt;br /&gt;
&lt;br /&gt;
Units may be built on any vacant supply center that you have held for a fall.  (i.e. all SCs controlled by players are considered their &amp;quot;home supply centers&amp;quot; for the purpose of building units - Chaos Builds.)  Bizen and Sanuki are considered land contiguous, as are Nagato and Chikuzen, Iyo and Bungo, Iyo and Suo, Mikawa and Shima, and Awa and Kii, though they appear separated by water on the map.  Both Armies and Fleets may cross from one of these territories directly to the other.  Movement by fleets through the surrounding sea zones is unaffected.  The six dark borders indicate these &amp;quot;bridges&amp;quot; on the map.  The area containing the nameplate of the variant is impassable (though it appears to be a sea zone - this is for aesthetics only).&lt;br /&gt;
&lt;br /&gt;
In addition to the 8 players of this variant, there are neutral territories, represented by White on the map.  Each neutral territory is occupied by a neutral army that may be ordered to either hold or support another unit by using Diplomacy Points (DP).  &lt;br /&gt;
&lt;br /&gt;
Every spring and fall, each player in the game receives 1 Diplomacy Point for each SC controlled (up to a maximum of 3) to use to influence the actions of the neutral armies on the map.  Each season, players may submit orders for the various neutral armies as if they were their own, and assign up to 2 of their total DP points to each order.  During adjudication, the order that received the most total DP points for a particular unit is carried out.  Any other orders submitted with fewer DP points are not carried out, and those DP points are lost.  A unit must receive at least 1 DP point to execute an order.  Units receiving no DP points hold.  Neutral armies, like any other, may have their support cut by an attacking unit, and may be supported to hold by other neutrals or players.  Neutral armies are disbanded immediately if dislodged, but rebuilt at the end of the year if the territory is not occupied.  Once occupied, the territory becomes a standard SC, and never reverts to a neutral again.  &lt;br /&gt;
&lt;br /&gt;
Victory is declared when one Daimyo has control of 21 SCs, or all other players concede defeat.  Unlike previous versions, all types of draw proposals are now acceptable.  Have fun and welcome to 16th Century Japan!&lt;br /&gt;
&lt;br /&gt;
=== Commentary: ===&lt;br /&gt;
&lt;br /&gt;
* Shimazu Yoshihisa - (S, Light Green, Southern Kyushu) &lt;br /&gt;
&lt;br /&gt;
One of the most ancient and well-established families among the daimyo of the Sengoku Jidai.  Benefits from a defensible corner position on the map, but can be slow to develop.  Conquest of the neutrals in Bungo (Otomo Sorin) and Hizen (Ryuzoji Takanobu) is a common objective.  A full attack by Mori and Chosokabe spells disaster for the Shimazu.&lt;br /&gt;
&lt;br /&gt;
* Mori Motonari - (R, Blue, Western Honshu)&lt;br /&gt;
&lt;br /&gt;
An upstart daimyo, formerly a retainer to his slain master of the Ouchi family.  Inherited his former master's holdings and developed them to become the strongest opponent of Nobunaga's successor, Toyotomi Hideyoshi.  Must avoid cooperation between Shimazu and Asakura at all costs.  Surrounded by neutrals, Mori does better to support some of them as buffers, rather than picking them off.  Vulnerable to attack by Shimazu and Asakura, and to a lesser extent, Chosokabe.  &lt;br /&gt;
&lt;br /&gt;
* Chosokabe Motochika - (C, Olive, Shikoku)&lt;br /&gt;
&lt;br /&gt;
Dominant on his home island of Shikoku, Chosokabe struggles to build influence on Honshu or Kyushu.  Development of ground forces is a top priority.  Benefits most from either the destruction of Shimazu, or a solid alliance with him, although the division of Mori spoils often tends to favor Shimazu.  Tensions over the vulnerable Suo Sea and wealthy Bizen should not preclude cooperation with Mori.&lt;br /&gt;
&lt;br /&gt;
* Asakura Yoshikage - (A, Orange, North-Central Honshu)&lt;br /&gt;
&lt;br /&gt;
Surrounded by neutral armies and resource-poor lands, Asakura must choose early to move decisively either north or south along the coast of Honshu.  Splitting attentions between Mori and Uesugi leads to an early downfall.  Alliance with Oda is common, but more often, the two simply agree to leave one another alone rather than coordinate attacks.  Uesugi can pose a serious challenge if Takeda allows him to grow unchecked.  Takeda proves to be a worthy ally, especially in an alliance against Uesugi or Oda.&lt;br /&gt;
&lt;br /&gt;
* Oda Nobunaga - (D, Red, South-Central Honshu)&lt;br /&gt;
&lt;br /&gt;
The first of the three great unifiers of Japan, Oda Nobunaga rose from humble beginnings in the resource-poor province of Owari to dominate the heartland of Honshu.  He was the daimyo that unseated the Ashikaga Emperor in Kyoto, Yamashiro province.  Like Asakura, Oda must move decisively in one direction early in the game to succeed, while using diplomacy to secure the other front.  A negotiated peace with Asakura, Takeda, or Hojo usually determines the focus of Oda's attacks.  &lt;br /&gt;
&lt;br /&gt;
* Takeda Shingen - (T, Dark Green, Northern Interior Honshu)&lt;br /&gt;
&lt;br /&gt;
Perhaps the most beloved and famous of the Sengoku daimyo, Takeda Shingen led the famed mounted samurai of Kai, whose superior tactics were dominant for many years over infantry wielding the European arquebus.  The frequent opponent of Uesugi, Hojo, and Oda historically, Takeda's hopes for victory lie in early aggression to restrain Uesugi and/or Hojo from claiming their otherwise easy builds.  An early spoiler attack from Takeda will crush the hopes of the other northern powers.  &lt;br /&gt;
&lt;br /&gt;
* Uesugi Kenshin - (U, Grey, Northwestern Coastal Honshu)&lt;br /&gt;
&lt;br /&gt;
Historically, the downfall of Uesugi was that his strength was spent on the battlefields of Kawanakajima (North Shinano) rather than focused on the shogunate.  His many battles with Takeda were the undoing of both great daimyo, and so it is in this game.  A negotiated settlement with Takeda is priceless, albeit difficult to achieve.  Cooperation with Hojo yields significant benefit, although the two powers can do little to aid each other initially - and often come into conflict over the ownership of neutral Hitachi (whose daimyo, Satake Yoshishige, was powerful in his own right).&lt;br /&gt;
&lt;br /&gt;
* Hojo Ujiyasu - (H, Teal, Northeastern Coastal Honshu)&lt;br /&gt;
&lt;br /&gt;
One of the last daimyo to fall before the mighty army of Toyotomi Hideyoshi, Oda Nobunaga's successor.  If left uncontested, the Hojo will quickly rise to dominate the Kanto region of Japan.  The potential for rapid initial gains can be easily negated by Takeda aggression however, and Oda poses a serious obstacle to southern conquests.  If trust can be built, alliance with Takeda is potentially the most profitable.&lt;br /&gt;
&lt;br /&gt;
[[Image:SengokuRev6DPStartMap.png|center|1050px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Variant]]&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Sengoku&amp;diff=1509</id>
		<title>Sengoku</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Sengoku&amp;diff=1509"/>
		<updated>2010-03-03T23:24:38Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sengoku Jidai Variant Rules, Version 6DP  &amp;lt;br&amp;gt;&lt;br /&gt;
[http://nairenvorbeck.angelfire.com/ Homepage:]  &lt;br /&gt;
&lt;br /&gt;
[[Image:SengokuRev6DP.gif|center|850px]]&lt;br /&gt;
&lt;br /&gt;
=== Variant Description: ===&lt;br /&gt;
&lt;br /&gt;
Sengoku Jidai Variant Rules, Version 6(DP)  Homepage: http://nairenvorbeck.angelfire.com&lt;br /&gt;
&lt;br /&gt;
The Sengoku Jidai Variant is a historical transplant of Hasbro/Avalon Hill's Diplomacy to medieval Japan.  The Sengoku Jidai Variant conforms to the standard rules of Hasbro/Avalon Hill's Diplomacy in most every way, with the few exceptions listed below.  The standard rules are NOT copied here, and all players of the Sengoku Jidai Variant are assumed to own or expected to purchase the Rules of Diplomacy (or better yet, the full game) through Hasbro/AH, as I did.  Turns move from Spring to Fall just like standard Diplomacy, and the first turn is Spring 1570.  &lt;br /&gt;
&lt;br /&gt;
Abbreviations are often not at all what you might expect them to be because of the significant number of provinces that share the same first three letters (i.e. Echigo, Echizen, Izumo, Izu, Yamashiro, Yamato, and all those that share their name with a body of water e.g. Tosa, Tosa Bay etc.)  Be sure to check the names feature on Realpolitik.  &lt;br /&gt;
&lt;br /&gt;
Units may be built on any vacant supply center that you have held for a fall.  (i.e. all SCs controlled by players are considered their &amp;quot;home supply centers&amp;quot; for the purpose of building units - Chaos Builds.)  Bizen and Sanuki are considered land contiguous, as are Nagato and Chikuzen, Iyo and Bungo, Iyo and Suo, Mikawa and Shima, and Awa and Kii, though they appear separated by water on the map.  Both Armies and Fleets may cross from one of these territories directly to the other.  Movement by fleets through the surrounding sea zones is unaffected.  The three dark borders indicate these &amp;quot;bridges&amp;quot; on the map.  The area containing the nameplate of the variant is impassable (though it appears to be a sea zone - this is for aesthetics only).&lt;br /&gt;
&lt;br /&gt;
In addition to the 8 players of this variant, there are neutral territories, represented by White on the map.  Each neutral territory is occupied by a neutral army that may be ordered to either hold or support another unit by using Diplomacy Points (DP).  &lt;br /&gt;
&lt;br /&gt;
Every spring and fall, each player in the game receives 1 Diplomacy Point for each SC controlled (up to a maximum of 3) to use to influence the actions of the neutral armies on the map.  Each season, players may submit orders for the various neutral armies as if they were their own, and assign up to 2 of their total DP points to each order.  During adjudication, the order that received the most total DP points for a particular unit is carried out.  Any other orders submitted with fewer DP points are not carried out, and those DP points are lost.  A unit must receive at least 1 DP point to execute an order.  Units receiving no DP points hold.  Neutral armies, like any other, may have their support cut by an attacking unit, and may be supported to hold by other neutrals or players.  Neutral armies are disbanded immediately if dislodged, but rebuilt at the end of the year if the territory is not occupied.  Once occupied, the territory becomes a standard SC, and never reverts to a neutral again.  &lt;br /&gt;
&lt;br /&gt;
Victory is declared when one Daimyo has control of 21 SCs, or all other players concede defeat.  Unlike previous versions, all types of draw proposals are now acceptable.  Have fun and welcome to 16th Century Japan!&lt;br /&gt;
&lt;br /&gt;
=== Commentary: ===&lt;br /&gt;
&lt;br /&gt;
* Shimazu Yoshihisa - (S, Light Green, Southern Kyushu) &lt;br /&gt;
&lt;br /&gt;
One of the most ancient and well-established families among the daimyo of the Sengoku Jidai.  Benefits from a defensible corner position on the map, but can be slow to develop.  Conquest of the neutrals in Bungo (Otomo Sorin) and Hizen (Ryuzoji Takanobu) is a common objective.  A full attack by Mori and Chosokabe spells disaster for the Shimazu.&lt;br /&gt;
&lt;br /&gt;
* Mori Motonari - (R, Blue, Western Honshu)&lt;br /&gt;
&lt;br /&gt;
An upstart daimyo, formerly a retainer to his slain master of the Ouchi family.  Inherited his former master's holdings and developed them to become the strongest opponent of Nobunaga's successor, Toyotomi Hideyoshi.  Must avoid cooperation between Shimazu and Asakura at all costs.  Surrounded by neutrals, Mori does better to support some of them as buffers, rather than picking them off.  Vulnerable to attack by Shimazu and Asakura, and to a lesser extent, Chosokabe.  &lt;br /&gt;
&lt;br /&gt;
* Chosokabe Motochika - (C, Olive, Shikoku)&lt;br /&gt;
&lt;br /&gt;
Dominant on his home island of Shikoku, Chosokabe struggles to build influence on Honshu or Kyushu.  Development of ground forces is a top priority.  Benefits most from either the destruction of Shimazu, or a solid alliance with him, although the division of Mori spoils often tends to favor Shimazu.  Tensions over the vulnerable Suo Sea and wealthy Bizen should not preclude cooperation with Mori.&lt;br /&gt;
&lt;br /&gt;
* Asakura Yoshikage - (A, Orange, North-Central Honshu)&lt;br /&gt;
&lt;br /&gt;
Surrounded by neutral armies and resource-poor lands, Asakura must choose early to move decisively either north or south along the coast of Honshu.  Splitting attentions between Mori and Uesugi leads to an early downfall.  Alliance with Oda is common, but more often, the two simply agree to leave one another alone rather than coordinate attacks.  Uesugi can pose a serious challenge if Takeda allows him to grow unchecked.  Takeda proves to be a worthy ally, especially in an alliance against Uesugi or Oda.&lt;br /&gt;
&lt;br /&gt;
* Oda Nobunaga - (D, Red, South-Central Honshu)&lt;br /&gt;
&lt;br /&gt;
The first of the three great unifiers of Japan, Oda Nobunaga rose from humble beginnings in the resource-poor province of Owari to dominate the heartland of Honshu.  He was the daimyo that unseated the Ashikaga Emperor in Kyoto, Yamashiro province.  Like Asakura, Oda must move decisively in one direction early in the game to succeed, while using diplomacy to secure the other front.  A negotiated peace with Asakura, Takeda, or Hojo usually determines the focus of Oda's attacks.  &lt;br /&gt;
&lt;br /&gt;
* Takeda Shingen - (T, Dark Green, Northern Interior Honshu)&lt;br /&gt;
&lt;br /&gt;
Perhaps the most beloved and famous of the Sengoku daimyo, Takeda Shingen led the famed mounted samurai of Kai, whose superior tactics were dominant for many years over infantry wielding the European arquebus.  The frequent opponent of Uesugi, Hojo, and Oda historically, Takeda's hopes for victory lie in early aggression to restrain Uesugi and/or Hojo from claiming their otherwise easy builds.  An early spoiler attack from Takeda will crush the hopes of the other northern powers.  &lt;br /&gt;
&lt;br /&gt;
* Uesugi Kenshin - (U, Grey, Northwestern Coastal Honshu)&lt;br /&gt;
&lt;br /&gt;
Historically, the downfall of Uesugi was that his strength was spent on the battlefields of Kawanakajima (North Shinano) rather than focused on the shogunate.  His many battles with Takeda were the undoing of both great daimyo, and so it is in this game.  A negotiated settlement with Takeda is priceless, albeit difficult to achieve.  Cooperation with Hojo yields significant benefit, although the two powers can do little to aid each other initially - and often come into conflict over the ownership of neutral Hitachi (whose daimyo, Satake Yoshishige, was powerful in his own right).&lt;br /&gt;
&lt;br /&gt;
* Hojo Ujiyasu - (H, Teal, Northeastern Coastal Honshu)&lt;br /&gt;
&lt;br /&gt;
One of the last daimyo to fall before the mighty army of Toyotomi Hideyoshi, Oda Nobunaga's successor.  If left uncontested, the Hojo will quickly rise to dominate the Kanto region of Japan.  The potential for rapid initial gains can be easily negated by Takeda aggression however, and Oda poses a serious obstacle to southern conquests.  If trust can be built, alliance with Takeda is potentially the most profitable.&lt;br /&gt;
&lt;br /&gt;
[[Image:SengokuRev6DPStartMap.png|center|1050px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Variant]]&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Sengoku&amp;diff=1508</id>
		<title>Sengoku</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Sengoku&amp;diff=1508"/>
		<updated>2010-03-03T23:21:45Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sengoku Jidai Variant Rules, Version 6DP  &amp;lt;br&amp;gt;&lt;br /&gt;
[http://nairenvorbeck.angelfire.com/ Homepage:]  &lt;br /&gt;
&lt;br /&gt;
[[Image:SengokuRev6DP.gif|center|850px]]&lt;br /&gt;
&lt;br /&gt;
=== Variant Description: ===&lt;br /&gt;
&lt;br /&gt;
Sengoku Jidai Variant Rules, Version 6(DP)  Homepage: http://nairenvorbeck.angelfire.com&lt;br /&gt;
&lt;br /&gt;
The Sengoku Jidai Variant is a historical transplant of Hasbro/Avalon Hill's Diplomacy to medieval Japan.  The Sengoku Jidai Variant conforms to the standard rules of Hasbro/Avalon Hill's Diplomacy in most every way, with the few exceptions listed below.  The standard rules are NOT copied here, and all players of the Sengoku Jidai Variant are assumed to own or expected to purchase the Rules of Diplomacy (or better yet, the full game) through Hasbro/AH, as I did.  Turns move from Spring to Fall just like standard Diplomacy, and the first turn is Spring 1570.  &lt;br /&gt;
&lt;br /&gt;
Abbreviations are often not at all what you might expect them to be because of the significant number of provinces that share the same first three letters (i.e. Echigo, Echizen, Izumo, Izu, Yamashiro, Yamato, and all those that share their name with a body of water e.g. Tosa, Tosa Bay etc.)  Be sure to check the names feature on Realpolitik.  &lt;br /&gt;
&lt;br /&gt;
Units may be built on any vacant supply center that you have held for a fall.  (i.e. all SCs controlled by players are considered their &amp;quot;home supply centers&amp;quot; for the purpose of building units - Chaos Builds.)  Bizen and Sanuki are considered land contiguous, as are Nagato and Chikuzen, Iyo and Bungo, Iyo and Suo, Mikawa and Shima, and Awa and Kii, though they appear separated by water on the map.  Both Armies and Fleets may cross from one of these territories directly to the other.  Movement by fleets through the surrounding sea zones is unaffected.  The three dark borders indicate these &amp;quot;bridges&amp;quot; on the map.  The area containing the nameplate of the variant is impassable (though it appears to be a sea zone - this is for aesthetics only).&lt;br /&gt;
&lt;br /&gt;
In addition to the 8 players of this variant, there are neutral territories, represented by White on the map.  Each neutral territory is occupied by a neutral army that may be ordered to either hold or support another unit by using Diplomacy Points (DP).  &lt;br /&gt;
&lt;br /&gt;
Every spring and fall, each player in the game receives 1 Diplomacy Point for each SC controlled (up to a maximum of 3) to use to influence the actions of the neutral armies on the map.  Each season, players may submit orders for the various neutral armies as if they were their own, and assign up to 2 of their total DP points to each order.  During adjudication, the order that received the most total DP points for a particular unit is carried out.  Any other orders submitted with fewer DP points are not carried out, and those DP points are lost.  A unit must receive at least 1 DP point to execute an order.  Units receiving no DP points hold.  Neutral armies, like any other, may have their support cut by an attacking unit, and may be supported to hold by other neutrals or players.  Neutral armies are disbanded immediately if dislodged, but rebuilt at the end of the year if the territory is not occupied.  Once occupied, the territory becomes a standard SC, and never reverts to a neutral again.  &lt;br /&gt;
&lt;br /&gt;
Victory is declared when one Daimyo has control of 21 SCs, or all other players concede defeat.  Unlike previous versions, all types of draw proposals are now acceptable.  Have fun and welcome to 16th Century Japan!&lt;br /&gt;
&lt;br /&gt;
=== Commentary: ===&lt;br /&gt;
&lt;br /&gt;
* Shimazu Yoshihia &lt;br /&gt;
&lt;br /&gt;
One of the most ancient and well-established families among the daimyo of the Sengoku Jidai.  Benefits from a defensible corner position on the map, but can be slow to develop.  Conquest of the neutrals in Bungo (Otomo Sorin) and Hizen (Ryuzoji Takanobu) is a common objective.  A full attack by Mori and Chosokabe spells disaster for the Shimazu.&lt;br /&gt;
&lt;br /&gt;
* Mori Motonari &lt;br /&gt;
&lt;br /&gt;
An upstart daimyo, formerly a retainer to his slain master of the Ouchi family.  Inherited his former master's holdings and developed them to become the strongest opponent of Nobunaga's successor, Toyotomi Hideyoshi.  Must avoid cooperation between Shimazu and Asakura at all costs.  Surrounded by neutrals, Mori does better to support some of them as buffers, rather than picking them off.  Vulnerable to attack by Shimazu and Asakura, and to a lesser extent, Chosokabe.  &lt;br /&gt;
&lt;br /&gt;
* Chosokabe Motochika &lt;br /&gt;
&lt;br /&gt;
Dominant on his home island of Shikoku, Chosokabe struggles to build influence on Honshu or Kyushu.  Development of ground forces is a top priority.  Benefits most from either the destruction of Shimazu, or a solid alliance with him, although the division of Mori spoils often tends to favor Shimazu.  Tensions over the vulnerable Suo Sea and wealthy Bizen should not preclude cooperation with Mori.&lt;br /&gt;
&lt;br /&gt;
* Asakura Yoshikage &lt;br /&gt;
&lt;br /&gt;
Surrounded by neutral armies and resource-poor lands, Asakura must choose early to move decisively either north or south along the coast of Honshu.  Splitting attentions between Mori and Uesugi leads to an early downfall.  Alliance with Oda is common, but more often, the two simply agree to leave one another alone rather than coordinate attacks.  Uesugi can pose a serious challenge if Takeda allows him to grow unchecked.  Takeda proves to be a worthy ally, especially in an alliance against Uesugi or Oda.&lt;br /&gt;
&lt;br /&gt;
* Oda Nobunaga &lt;br /&gt;
&lt;br /&gt;
The first of the three great unifiers of Japan, Oda Nobunaga rose from humble beginnings in the resource-poor province of Owari to dominate the heartland of Honshu.  He was the daimyo that unseated the Ashikaga Emperor in Kyoto, Yamashiro province.  Like Asakura, Oda must move decisively in one direction early in the game to succeed, while using diplomacy to secure the other front.  A negotiated peace with Asakura, Takeda, or Hojo usually determines the focus of Oda's attacks.  &lt;br /&gt;
&lt;br /&gt;
* Takeda Shingen &lt;br /&gt;
&lt;br /&gt;
Perhaps the most beloved and famous of the Sengoku daimyo, Takeda Shingen led the famed mounted samurai of Kai, whose superior tactics were dominant for many years over infantry wielding the European arquebus.  The frequent opponent of Uesugi, Hojo, and Oda historically, Takeda's hopes for victory lie in early aggression to restrain Uesugi and/or Hojo from claiming their otherwise easy builds.  An early spoiler attack from Takeda will crush the hopes of the other northern powers.  &lt;br /&gt;
&lt;br /&gt;
* Uesugi Kenshin &lt;br /&gt;
&lt;br /&gt;
Historically, the downfall of Uesugi was that his strength was spent on the battlefields of Kawanakajima (North Shinano) rather than focused on the shogunate.  His many battles with Takeda were the undoing of both great daimyo, and so it is in this game.  A negotiated settlement with Takeda is priceless, albeit difficult to achieve.  Cooperation with Hojo yields significant benefit, although the two powers can do little to aid each other initially - and often come into conflict over the ownership of neutral Hitachi (whose daimyo, Satake Yoshishige, was powerful in his own right).&lt;br /&gt;
&lt;br /&gt;
* Hojo Ujiyasu &lt;br /&gt;
&lt;br /&gt;
One of the last daimyo to fall before the mighty army of Toyotomi Hideyoshi, Oda Nobunaga's successor.  If left uncontested, the Hojo will quickly rise to dominate the Kanto region of Japan.  The potential for rapid initial gains can be easily negated by Takeda aggression however, and Oda poses a serious obstacle to southern conquests.  If trust can be built, alliance with Takeda is potentially the most profitable.&lt;br /&gt;
&lt;br /&gt;
[[Image:SengokuRev6DPStartMap.png|center|1050px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Variant]]&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Sengoku&amp;diff=1507</id>
		<title>Sengoku</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Sengoku&amp;diff=1507"/>
		<updated>2010-03-03T23:21:30Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sengoku Jidai Variant Rules, Version 6DP  &amp;lt;br&amp;gt;&lt;br /&gt;
[http://nairenvorbeck.angelfire.com/ Homepage:]  &lt;br /&gt;
&lt;br /&gt;
[[Image:SengokuRev6DP.gif|center|850px]]&lt;br /&gt;
&lt;br /&gt;
=== Variant Description: ===&lt;br /&gt;
&lt;br /&gt;
Sengoku Jidai Variant Rules, Version 6(DP)  Homepage: http://nairenvorbeck.angelfire.com&lt;br /&gt;
&lt;br /&gt;
The Sengoku Jidai Variant is a historical transplant of Hasbro/Avalon Hill's Diplomacy to medieval Japan.  The Sengoku Jidai Variant conforms to the standard rules of Hasbro/Avalon Hill's Diplomacy in most every way, with the few exceptions listed below.  The standard rules are NOT copied here, and all players of the Sengoku Jidai Variant are assumed to own or expected to purchase the Rules of Diplomacy (or better yet, the full game) through Hasbro/AH, as I did.  Turns move from Spring to Fall just like standard Diplomacy, and the first turn is Spring 1570.  &lt;br /&gt;
&lt;br /&gt;
Abbreviations are often not at all what you might expect them to be because of the significant number of provinces that share the same first three letters (i.e. Echigo, Echizen, Izumo, Izu, Yamashiro, Yamato, and all those that share their name with a body of water e.g. Tosa, Tosa Bay etc.)  Be sure to check the names feature on Realpolitik.  &lt;br /&gt;
&lt;br /&gt;
Units may be built on any vacant supply center that you have held for a fall.  (i.e. all SCs controlled by players are considered their &amp;quot;home supply centers&amp;quot; for the purpose of building units - Chaos Builds.)  Bizen and Sanuki are considered land contiguous, as are Nagato and Chikuzen, Iyo and Bungo, Iyo and Suo, Mikawa and Shima, and Awa and Kii, though they appear separated by water on the map.  Both Armies and Fleets may cross from one of these territories directly to the other.  Movement by fleets through the surrounding sea zones is unaffected.  The three dark borders indicate these &amp;quot;bridges&amp;quot; on the map.  The area containing the nameplate of the variant is impassable (though it appears to be a sea zone - this is for aesthetics only).&lt;br /&gt;
&lt;br /&gt;
In addition to the 8 players of this variant, there are neutral territories, represented by White on the map.  Each neutral territory is occupied by a neutral army that may be ordered to either hold or support another unit by using Diplomacy Points (DP).  &lt;br /&gt;
&lt;br /&gt;
Every spring and fall, each player in the game receives 1 Diplomacy Point for each SC controlled (up to a maximum of 3) to use to influence the actions of the neutral armies on the map.  Each season, players may submit orders for the various neutral armies as if they were their own, and assign up to 2 of their total DP points to each order.  During adjudication, the order that received the most total DP points for a particular unit is carried out.  Any other orders submitted with fewer DP points are not carried out, and those DP points are lost.  A unit must receive at least 1 DP point to execute an order.  Units receiving no DP points hold.  Neutral armies, like any other, may have their support cut by an attacking unit, and may be supported to hold by other neutrals or players.  Neutral armies are disbanded immediately if dislodged, but rebuilt at the end of the year if the territory is not occupied.  Once occupied, the territory becomes a standard SC, and never reverts to a neutral again.  &lt;br /&gt;
&lt;br /&gt;
Victory is declared when one Daimyo has control of 21 SCs, or all other players concede defeat.  Unlike previous versions, all types of draw proposals are now acceptable.  Have fun and welcome to 16th Century Japan!&lt;br /&gt;
&lt;br /&gt;
=== Commentary: ===&lt;br /&gt;
&lt;br /&gt;
* Shimazu Yoshihia &lt;br /&gt;
&lt;br /&gt;
One of the most ancient and well-established families among the daimyo of the Sengoku Jidai.  Benefits from a defensible corner position on the map, but can be slow to develop.  Conquest of the neutrals in Bungo (Otomo Sorin) and Hizen (Ryuzoji Takanobu) is a common objective.  A full attack by Mori and Chosokabe spells disaster for the Shimazu.&lt;br /&gt;
&lt;br /&gt;
* Mori Motonari &lt;br /&gt;
&lt;br /&gt;
An upstart daimyo, formerly a retainer to his slain master of the Ouchi family.  Inherited his former master's holdings and developed them to become the strongest opponent of Nobunaga's successor, Toyotomi Hideyoshi.  Must avoid cooperation between Shimazu and Asakura at all costs.  Surrounded by neutrals, Mori does better to support some of them as buffers, rather than picking them off.  Vulnerable to attack by Shimazu and Asakura, and to a lesser extent, Chosokabe.  &lt;br /&gt;
&lt;br /&gt;
* Chosokabe Motochika &lt;br /&gt;
&lt;br /&gt;
Dominant on his home island of Shikoku, Chosokabe struggles to build influence on Honshu or Kyushu.  Development of ground forces is a top priority.  Benefits most from either the destruction of Shimazu, or a solid alliance with him, although the division of Mori spoils often tends to favor Shimazu.  Tensions over the vulnerable Suo Sea and wealthy Bizen should not preclude cooperation with Mori.&lt;br /&gt;
&lt;br /&gt;
* Asakura Yoshikage &lt;br /&gt;
&lt;br /&gt;
Surrounded by neutral armies and resource-poor lands, Asakura must choose early to move decisively either north or south along the coast of Honshu.  Splitting attentions between Mori and Uesugi leads to an early downfall.  Alliance with Oda is common, but more often, the two simply agree to leave one another alone rather than coordinate attacks.  Uesugi can pose a serious challenge if Takeda allows him to grow unchecked.  Takeda proves to be a worthy ally, especially in an alliance against Uesugi or Oda.&lt;br /&gt;
&lt;br /&gt;
* Oda Nobunaga &lt;br /&gt;
&lt;br /&gt;
The first of the three great unifiers of Japan, Oda Nobunaga rose from humble beginnings in the resource-poor province of Owari to dominate the heartland of Honshu.  He was the daimyo that unseated the Ashikaga Emperor in Kyoto, Yamashiro province.  Like Asakura, Oda must move decisively in one direction early in the game to succeed, while using diplomacy to secure the other front.  A negotiated peace with Asakura, Takeda, or Hojo usually determines the focus of Oda's attacks.  &lt;br /&gt;
&lt;br /&gt;
* Takeda Shingen &lt;br /&gt;
&lt;br /&gt;
Perhaps the most beloved and famous of the Sengoku daimyo, Takeda Shingen led the famed mounted samurai of Kai, whose superior tactics were dominant for many years over infantry wielding the European arquebus.  The frequent opponent of Uesugi, Hojo, and Oda historically, Takeda's hopes for victory lie in early aggression to restrain Uesugi and/or Hojo from claiming their otherwise easy builds.  An early spoiler attack from Takeda will crush the hopes of the other northern powers.  &lt;br /&gt;
&lt;br /&gt;
* Uesugi Kenshin &lt;br /&gt;
&lt;br /&gt;
Historically, the downfall of Uesugi was that his strength was spent on the battlefields of Kawanakajima (North Shinano) rather than focused on the shogunate.  His many battles with Takeda were the undoing of both great daimyo, and so it is in this game.  A negotiated settlement with Takeda is priceless, albeit difficult to achieve.  Cooperation with Hojo yields significant benefit, although the two powers can do little to aid each other initially - and often come into conflict over the ownership of neutral Hitachi (whose daimyo, Satake Yoshishige, was powerful in his own right).&lt;br /&gt;
&lt;br /&gt;
* Hojo Ujiyasu &lt;br /&gt;
&lt;br /&gt;
One of the last daimyo to fall before the mighty army of Toyotomi Hideyoshi, Oda Nobunaga's successor.  If left uncontested, the Hojo will quickly rise to dominate the Kanto region of Japan.  The potential for rapid initial gains can be easily negated by Takeda aggression however, and Oda poses a serious obstacle to southern conquests.  If trust can be built, alliance with Takeda is potentially the most profitable.&lt;br /&gt;
&lt;br /&gt;
[[Image:SengokuRev6DPStartMap.png|center|1000px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Variant]]&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=File:SengokuRev6DPStartMap.png&amp;diff=1506</id>
		<title>File:SengokuRev6DPStartMap.png</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=File:SengokuRev6DPStartMap.png&amp;diff=1506"/>
		<updated>2010-03-03T23:20:13Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: Start Map for SengokuRev6DP - generated by RP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Start Map for SengokuRev6DP - generated by RP&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Sengoku&amp;diff=1505</id>
		<title>Sengoku</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Sengoku&amp;diff=1505"/>
		<updated>2010-03-02T20:14:41Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sengoku Jidai Variant Rules, Version 6DP  &amp;lt;br&amp;gt;&lt;br /&gt;
[http://nairenvorbeck.angelfire.com/ Homepage:]  &lt;br /&gt;
&lt;br /&gt;
[[Image:SengokuRev6DP.gif|center|850px]]&lt;br /&gt;
&lt;br /&gt;
=== Variant Description: ===&lt;br /&gt;
&lt;br /&gt;
Sengoku Jidai Variant Rules, Version 6(DP)  Homepage: http://nairenvorbeck.angelfire.com&lt;br /&gt;
&lt;br /&gt;
The Sengoku Jidai Variant is a historical transplant of Hasbro/Avalon Hill's Diplomacy to medieval Japan.  The Sengoku Jidai Variant conforms to the standard rules of Hasbro/Avalon Hill's Diplomacy in most every way, with the few exceptions listed below.  The standard rules are NOT copied here, and all players of the Sengoku Jidai Variant are assumed to own or expected to purchase the Rules of Diplomacy (or better yet, the full game) through Hasbro/AH, as I did.  Turns move from Spring to Fall just like standard Diplomacy, and the first turn is Spring 1570.  &lt;br /&gt;
&lt;br /&gt;
Abbreviations are often not at all what you might expect them to be because of the significant number of provinces that share the same first three letters (i.e. Echigo, Echizen, Izumo, Izu, Yamashiro, Yamato, and all those that share their name with a body of water e.g. Tosa, Tosa Bay etc.)  Be sure to check the names feature on Realpolitik.  &lt;br /&gt;
&lt;br /&gt;
Units may be built on any vacant supply center that you have held for a fall.  (i.e. all SCs controlled by players are considered their &amp;quot;home supply centers&amp;quot; for the purpose of building units - Chaos Builds.)  Bizen and Sanuki are considered land contiguous, as are Nagato and Chikuzen, Iyo and Bungo, Iyo and Suo, Mikawa and Shima, and Awa and Kii, though they appear separated by water on the map.  Both Armies and Fleets may cross from one of these territories directly to the other.  Movement by fleets through the surrounding sea zones is unaffected.  The three dark borders indicate these &amp;quot;bridges&amp;quot; on the map.  The area containing the nameplate of the variant is impassable (though it appears to be a sea zone - this is for aesthetics only).&lt;br /&gt;
&lt;br /&gt;
In addition to the 8 players of this variant, there are neutral territories, represented by White on the map.  Each neutral territory is occupied by a neutral army that may be ordered to either hold or support another unit by using Diplomacy Points (DP).  &lt;br /&gt;
&lt;br /&gt;
Every spring and fall, each player in the game receives 1 Diplomacy Point for each SC controlled (up to a maximum of 3) to use to influence the actions of the neutral armies on the map.  Each season, players may submit orders for the various neutral armies as if they were their own, and assign up to 2 of their total DP points to each order.  During adjudication, the order that received the most total DP points for a particular unit is carried out.  Any other orders submitted with fewer DP points are not carried out, and those DP points are lost.  A unit must receive at least 1 DP point to execute an order.  Units receiving no DP points hold.  Neutral armies, like any other, may have their support cut by an attacking unit, and may be supported to hold by other neutrals or players.  Neutral armies are disbanded immediately if dislodged, but rebuilt at the end of the year if the territory is not occupied.  Once occupied, the territory becomes a standard SC, and never reverts to a neutral again.  &lt;br /&gt;
&lt;br /&gt;
Victory is declared when one Daimyo has control of 21 SCs, or all other players concede defeat.  Unlike previous versions, all types of draw proposals are now acceptable.  Have fun and welcome to 16th Century Japan!&lt;br /&gt;
&lt;br /&gt;
=== Commentary: ===&lt;br /&gt;
&lt;br /&gt;
* Shimazu Yoshihia &lt;br /&gt;
&lt;br /&gt;
One of the most ancient and well-established families among the daimyo of the Sengoku Jidai.  Benefits from a defensible corner position on the map, but can be slow to develop.  Conquest of the neutrals in Bungo (Otomo Sorin) and Hizen (Ryuzoji Takanobu) is a common objective.  A full attack by Mori and Chosokabe spells disaster for the Shimazu.&lt;br /&gt;
&lt;br /&gt;
* Mori Motonari &lt;br /&gt;
&lt;br /&gt;
An upstart daimyo, formerly a retainer to his slain master of the Ouchi family.  Inherited his former master's holdings and developed them to become the strongest opponent of Nobunaga's successor, Toyotomi Hideyoshi.  Must avoid cooperation between Shimazu and Asakura at all costs.  Surrounded by neutrals, Mori does better to support some of them as buffers, rather than picking them off.  Vulnerable to attack by Shimazu and Asakura, and to a lesser extent, Chosokabe.  &lt;br /&gt;
&lt;br /&gt;
* Chosokabe Motochika &lt;br /&gt;
&lt;br /&gt;
Dominant on his home island of Shikoku, Chosokabe struggles to build influence on Honshu or Kyushu.  Development of ground forces is a top priority.  Benefits most from either the destruction of Shimazu, or a solid alliance with him, although the division of Mori spoils often tends to favor Shimazu.  Tensions over the vulnerable Suo Sea and wealthy Bizen should not preclude cooperation with Mori.&lt;br /&gt;
&lt;br /&gt;
* Asakura Yoshikage &lt;br /&gt;
&lt;br /&gt;
Surrounded by neutral armies and resource-poor lands, Asakura must choose early to move decisively either north or south along the coast of Honshu.  Splitting attentions between Mori and Uesugi leads to an early downfall.  Alliance with Oda is common, but more often, the two simply agree to leave one another alone rather than coordinate attacks.  Uesugi can pose a serious challenge if Takeda allows him to grow unchecked.  Takeda proves to be a worthy ally, especially in an alliance against Uesugi or Oda.&lt;br /&gt;
&lt;br /&gt;
* Oda Nobunaga &lt;br /&gt;
&lt;br /&gt;
The first of the three great unifiers of Japan, Oda Nobunaga rose from humble beginnings in the resource-poor province of Owari to dominate the heartland of Honshu.  He was the daimyo that unseated the Ashikaga Emperor in Kyoto, Yamashiro province.  Like Asakura, Oda must move decisively in one direction early in the game to succeed, while using diplomacy to secure the other front.  A negotiated peace with Asakura, Takeda, or Hojo usually determines the focus of Oda's attacks.  &lt;br /&gt;
&lt;br /&gt;
* Takeda Shingen &lt;br /&gt;
&lt;br /&gt;
Perhaps the most beloved and famous of the Sengoku daimyo, Takeda Shingen led the famed mounted samurai of Kai, whose superior tactics were dominant for many years over infantry wielding the European arquebus.  The frequent opponent of Uesugi, Hojo, and Oda historically, Takeda's hopes for victory lie in early aggression to restrain Uesugi and/or Hojo from claiming their otherwise easy builds.  An early spoiler attack from Takeda will crush the hopes of the other northern powers.  &lt;br /&gt;
&lt;br /&gt;
* Uesugi Kenshin &lt;br /&gt;
&lt;br /&gt;
Historically, the downfall of Uesugi was that his strength was spent on the battlefields of Kawanakajima (North Shinano) rather than focused on the shogunate.  His many battles with Takeda were the undoing of both great daimyo, and so it is in this game.  A negotiated settlement with Takeda is priceless, albeit difficult to achieve.  Cooperation with Hojo yields significant benefit, although the two powers can do little to aid each other initially - and often come into conflict over the ownership of neutral Hitachi (whose daimyo, Satake Yoshishige, was powerful in his own right).&lt;br /&gt;
&lt;br /&gt;
* Hojo Ujiyasu &lt;br /&gt;
&lt;br /&gt;
One of the last daimyo to fall before the mighty army of Toyotomi Hideyoshi, Oda Nobunaga's successor.  If left uncontested, the Hojo will quickly rise to dominate the Kanto region of Japan.  The potential for rapid initial gains can be easily negated by Takeda aggression however, and Oda poses a serious obstacle to southern conquests.  If trust can be built, alliance with Takeda is potentially the most profitable.&lt;br /&gt;
&lt;br /&gt;
[[Image:SengokuRev6DP.gif|thumb|450px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Variant]]&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=File:SengokuRev6DP.gif&amp;diff=1473</id>
		<title>File:SengokuRev6DP.gif</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=File:SengokuRev6DP.gif&amp;diff=1473"/>
		<updated>2010-01-26T18:05:49Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: SengokuRev6DP base map&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SengokuRev6DP base map&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Sengoku&amp;diff=1472</id>
		<title>Sengoku</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Sengoku&amp;diff=1472"/>
		<updated>2010-01-26T18:05:11Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sengoku Jidai Variant Rules, Version 6DP  &amp;lt;br&amp;gt;&lt;br /&gt;
[http://nairenvorbeck.angelfire.com/ Homepage:]  &lt;br /&gt;
&lt;br /&gt;
[[Image:SengokuRev6DP.gif|center|850px]]&lt;br /&gt;
&lt;br /&gt;
=== Variant Description: ===&lt;br /&gt;
&lt;br /&gt;
Sengoku Jidai Variant Rules, Version 6(DP)  Homepage: http://nairenvorbeck.angelfire.com&lt;br /&gt;
&lt;br /&gt;
The Sengoku Jidai Variant is a historical transplant of Hasbro/Avalon Hill's Diplomacy to medieval Japan.  The Sengoku Jidai Variant conforms to the standard rules of Hasbro/Avalon Hill's Diplomacy in most every way, with the few exceptions listed below.  The standard rules are NOT copied here, and all players of the Sengoku Jidai Variant are assumed to own or expected to purchase the Rules of Diplomacy (or better yet, the full game) through Hasbro/AH, as I did.  Turns move from Spring to Fall just like standard Diplomacy, and the first turn is Spring 1570.  &lt;br /&gt;
&lt;br /&gt;
Abbreviations are often not at all what you might expect them to be because of the significant number of provinces that share the same first three letters (i.e. Echigo, Echizen, Izumo, Izu, Yamashiro, Yamato, and all those that share their name with a body of water e.g. Tosa, Tosa Bay etc.)  Be sure to check the names feature on Realpolitik.  &lt;br /&gt;
&lt;br /&gt;
Units may be built on any vacant supply center that you have held for a fall.  (i.e. all SCs controlled by players are considered their &amp;quot;home supply centers&amp;quot; for the purpose of building units - Chaos Builds.)  Bizen and Sanuki are considered land contiguous, as are Nagato and Chikuzen, Iyo and Bungo, Iyo and Suo, Mikawa and Shima, and Awa and Kii, though they appear separated by water on the map.  Both Armies and Fleets may cross from one of these territories directly to the other.  Movement by fleets through the surrounding sea zones is unaffected.  The three dark borders indicate these &amp;quot;bridges&amp;quot; on the map.  The area containing the nameplate of the variant is impassable (though it appears to be a sea zone - this is for aesthetics only).&lt;br /&gt;
&lt;br /&gt;
In addition to the 8 players of this variant, there are neutral territories, represented by White on the map.  Each neutral territory is occupied by a neutral army that may be ordered to either hold or support another unit by using Diplomacy Points (DP).  &lt;br /&gt;
&lt;br /&gt;
Each player in the game receives 4 Diplomacy Points each season to use to influence the actions of the neutral armies on the map.  Each season, players may submit orders for the various neutral armies as if they were their own, and assign any number of their total DP points to the order.  During adjudication, the order that received the most total DP points for a particular unit is carried out.  Any other orders submitted with fewer DP points are not carried out, and those DP points are lost.  A unit must receive at least 1 DP point to execute an order.  Units receiving no DP points hold.  Neutral armies, like any other, may have their support cut by an attacking unit, and may be supported to hold by other neutrals or players.  Neutral armies are disbanded immediately if dislodged, but rebuilt at the end of the year if the territory is not occupied.  Once occupied, the territory becomes a standard SC, and never reverts to a neutral again.  &lt;br /&gt;
&lt;br /&gt;
Victory is declared when one Daimyo has control of 22 SCs, or all other players concede defeat.  Unlike previous versions, all types of draw proposals are now acceptable.  Have fun and welcome to 16th Century Japan!&lt;br /&gt;
&lt;br /&gt;
=== Commentary: ===&lt;br /&gt;
&lt;br /&gt;
* Shimazu Yoshihia &lt;br /&gt;
&lt;br /&gt;
One of the most ancient and well-established families among the daimyo of the Sengoku Jidai.  Benefits from a defensible corner position on the map, but can be slow to develop.  Conquest of the neutrals in Bungo (Otomo Sorin) and Hizen (Ryuzoji Takanobu) is a common objective.  A full attack by Mori and Chosokabe spells disaster for the Shimazu.&lt;br /&gt;
&lt;br /&gt;
* Mori Motonari &lt;br /&gt;
&lt;br /&gt;
An upstart daimyo, formerly a retainer to his slain master of the Ouchi family.  Inherited his former master's holdings and developed them to become the strongest opponent of Nobunaga's successor, Toyotomi Hideyoshi.  Must avoid cooperation between Shimazu and Asakura at all costs.  Surrounded by neutrals, Mori does better to support some of them as buffers, rather than picking them off.  Vulnerable to attack by Shimazu and Asakura, and to a lesser extent, Chosokabe.  &lt;br /&gt;
&lt;br /&gt;
* Chosokabe Motochika &lt;br /&gt;
&lt;br /&gt;
Dominant on his home island of Shikoku, Chosokabe struggles to build influence on Honshu or Kyushu.  Development of ground forces is a top priority.  Benefits most from either the destruction of Shimazu, or a solid alliance with him, although the division of Mori spoils often tends to favor Shimazu.  Tensions over the vulnerable Suo Sea and wealthy Bizen should not preclude cooperation with Mori.&lt;br /&gt;
&lt;br /&gt;
* Asakura Yoshikage &lt;br /&gt;
&lt;br /&gt;
Surrounded by neutral armies and resource-poor lands, Asakura must choose early to move decisively either north or south along the coast of Honshu.  Splitting attentions between Mori and Uesugi leads to an early downfall.  Alliance with Oda is common, but more often, the two simply agree to leave one another alone rather than coordinate attacks.  Uesugi can pose a serious challenge if Takeda allows him to grow unchecked.  Takeda proves to be a worthy ally, especially in an alliance against Uesugi or Oda.&lt;br /&gt;
&lt;br /&gt;
* Oda Nobunaga &lt;br /&gt;
&lt;br /&gt;
The first of the three great unifiers of Japan, Oda Nobunaga rose from humble beginnings in the resource-poor province of Owari to dominate the heartland of Honshu.  He was the daimyo that unseated the Ashikaga Emperor in Kyoto, Yamashiro province.  Like Asakura, Oda must move decisively in one direction early in the game to succeed, while using diplomacy to secure the other front.  A negotiated peace with Asakura, Takeda, or Hojo usually determines the focus of Oda's attacks.  &lt;br /&gt;
&lt;br /&gt;
* Takeda Shingen &lt;br /&gt;
&lt;br /&gt;
Perhaps the most beloved and famous of the Sengoku daimyo, Takeda Shingen led the famed mounted samurai of Kai, whose superior tactics were dominant for many years over infantry wielding the European arquebus.  The frequent opponent of Uesugi, Hojo, and Oda historically, Takeda's hopes for victory lie in early aggression to restrain Uesugi and/or Hojo from claiming their otherwise easy builds.  An early spoiler attack from Takeda will crush the hopes of the other northern powers.  &lt;br /&gt;
&lt;br /&gt;
* Uesugi Kenshin &lt;br /&gt;
&lt;br /&gt;
Historically, the downfall of Uesugi was that his strength was spent on the battlefields of Kawanakajima (North Shinano) rather than focused on the shogunate.  His many battles with Takeda were the undoing of both great daimyo, and so it is in this game.  A negotiated settlement with Takeda is priceless, albeit difficult to achieve.  Cooperation with Hojo yields significant benefit, although the two powers can do little to aid each other initially - and often come into conflict over the ownership of neutral Hitachi (whose daimyo, Satake Yoshishige, was powerful in his own right).&lt;br /&gt;
&lt;br /&gt;
* Hojo Ujiyasu &lt;br /&gt;
&lt;br /&gt;
One of the last daimyo to fall before the mighty army of Toyotomi Hideyoshi, Oda Nobunaga's successor.  If left uncontested, the Hojo will quickly rise to dominate the Kanto region of Japan.  The potential for rapid initial gains can be easily negated by Takeda aggression however, and Oda poses a serious obstacle to southern conquests.  If trust can be built, alliance with Takeda is potentially the most profitable.&lt;br /&gt;
&lt;br /&gt;
[[Image:SengokuRev6DP.gif|thumb|450px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Variant]]&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Balkans1860&amp;diff=1461</id>
		<title>Balkans1860</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Balkans1860&amp;diff=1461"/>
		<updated>2009-12-18T16:40:16Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: /* Starting Positions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Variant Created by:  Benjamin Hester&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://nairenvorbeck.angelfire.com/ Homepage:]  &lt;br /&gt;
&lt;br /&gt;
=== Variant Description: ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Balkans1860Rev1Names.gif|thumb|450px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Starting Positions====&lt;br /&gt;
&lt;br /&gt;
Italy - Forest Green, I&amp;lt;br&amp;gt;&lt;br /&gt;
Greece - Blue, G&amp;lt;br&amp;gt;&lt;br /&gt;
Austria-Hungary - Crimson, A&amp;lt;br&amp;gt;&lt;br /&gt;
Serbia - Charcoal, S&amp;lt;br&amp;gt;&lt;br /&gt;
Romania - Yellow, R&amp;lt;br&amp;gt;&lt;br /&gt;
Bulgaria - Teal, B&amp;lt;br&amp;gt;&lt;br /&gt;
The Ottoman Empire - Olive, T&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Variant Rules====&lt;br /&gt;
&lt;br /&gt;
Balkans1860 Variant Rules, Revision 1.  Homepage: http://nairenvorbeck.angelfire.com/ &lt;br /&gt;
&lt;br /&gt;
The Balkans 1860 variant is a historical transplant of Hasbro/Avalon Hill's Diplomacy to the Balkans region, (almost) historically accurate to the year 1860.  The Balkans 1860 Variant conforms to the standard rules of Hasbro/Avalon Hill's Diplomacy in most every way, with the few exceptions listed below.  The standard rules are NOT copied here, and all players of the Balkans 1860 Variant are assumed to own or expected to purchase the Rules of Diplomacy (or better yet, the full game) through Hasbro/AH, as I did.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
Turns move from Spring to Fall just like standard Diplomacy, and the first turn is Spring 1860.  Abbreviations are often not at all what you might expect them to be because of the significant number of provinces that share the same first three letters (i.e. Tirana/Tiraspol, Burgas/Burgas Bay, Salonika/Salzburg)  Be sure to check the names feature on Realpolitik.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
Palermo and Catanzaro are land contiguous, as are Bursa and Salonika, though they appear separated by water on the map.  Both Armies and Fleets may cross from one of these territories directly to the other.  Movement by fleets through the surrounding sea zones is unaffected.  The &amp;quot;bridges&amp;quot; on the map indicate this movement.  Istanbul is one single territory that lies on both sides of the Sea of Marmara.  An army in Istanbul may move to Bursa, Edirne, and Salonika.  A Fleet in Istanbul may move to Black Sea, Bosporus, Bursa, Edirne, Salonika, and the Sea of Marmara.  Athens is a territory with a canal in it, the Corinth canal.  It is not bi-coastal.  The closest comparison to Standard is Kiel.  Fleets and armies may move through Athens in any direction, but must stop in the territory of Athens.  (i.e. F Gulf of Taranto to Saronic Gulf is *not* a valid order).&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
All other rules conform to Standard Diplomacy.  19 SCs = solo victory.  &lt;br /&gt;
&lt;br /&gt;
====Commentary====&lt;br /&gt;
&lt;br /&gt;
For those that have longed for an Austria position that isn’t burdened by 20-1 against odds, dreamed of leading the Greek rebellion against Ottoman domination, or yearned to try their hand as Garibaldi leading the Italian unification, the long-awaited hour is at hand.  In Balkans1860, I invite the  &lt;br /&gt;
seasoned marshals of the WWI map to try their hand at changing the course of history and stabilizing the Balkans before WWI unfolds.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
Balkans 1860 is a historical snapshot variant of southeastern Europe, roughly as it appeared in 1860.  There are a few slight anomalies from any exact period in history, but then again, most such variants do have a few of these for the sake of gameplay, and this one is no exception.  The map actually represents a 10 year spread between 1860 to 1870.  I will spare you the laborious task of reading them all here; suffice it to say, I have done my best to reflect history accurately while creating a balanced and playable variant.  The map, rules, Realpolitik files, and all other documentation needed to play can be found at http://nairenvorbeck.angelfire.com.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whch brings us to an overview of the belligerents…&lt;br /&gt;
&lt;br /&gt;
*Italy&lt;br /&gt;
&lt;br /&gt;
The snapshot of Italy in this variant is intended to capture the spirit of its formative stage, as Giuseppe Garibaldi led armies through the peninsula, occasionally restrained by the political considerations and edicts from Torino.  Accordingly, Torino, Firenze, and Napoli are the starting Italian SCs, while the key centers of Roma, Venezia, and Palermo are vacant SCs, representing key hold outs that were not yet integrated into the Italian  &lt;br /&gt;
state (refer to the disclaimer above regarding the start year of the variant)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While they possess a beautiful edge position on this map (negating the historical influence of France and Spain), Italy nonetheless faces significant early threats from Austria-Hungary, Greece, and possibly Serbia in this variant.  By design, both Austria-Hungary and Greece have the potential to contest Italy for SCs within their sphere of influence - Venezia and Palermo, respectively.  Greece can even choose to force their way into Palermo in the first year if sufficient forces are dedicated to the effort, and Austria-Hungary can often seize superior positioning in the second year against Venezia if F Trieste moves out to the Gulf of Venezia. So Italian players must  &lt;br /&gt;
typically chose to negotiate a settlement on one of these fronts, and focus their attacks on the other - all the while maintaining a defense at home, as their peninsula is particularly vulnerable to invasion by convoys.  An alliance of both Greece and Austria-Hungary to partition Italy is a particularly lethal combination, and sends the Italian scurrying over to the Serbian embassy for assistance.&amp;lt;br&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
*Austria-Hungary&lt;br /&gt;
&lt;br /&gt;
In Balkans1860, Austria-Hungary is no longer the underdog position players loathe to play.  Here, AH is a contender from the start, although they retain vulnerabilities on several fronts that Standard Diplomacy players will find familiar.  AH's attentions in the first two game years are typically directed towards Italy and Serbia, her closest neighbours.  Both have the potential of reaching AH home SCs in the first year, and an alliance of the two can lead to an early elimination for the AH player.  Careful diplomacy is needed to ensure that never comes to pass.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Should the AH player navigate those stormy seas, they often find a Romanian ready to kick in their door from the east by the second or third year.  But take heart - AH has ample growth opportunities, as Agram can be guaranteed against all but the most coordinated Italian/Serbian attacks, and Salzburg is also likely to fall under their sway.  In rare circumstances, Kolosvar or Venezia can be captured, but such open aggression is not often rewarded, and such gains come at the expense of a defensible core position.  Far better for AH to negotiate a stable alliance with one or two of Italy, Serbia, and Romania and focus their growth in that direction.  Of all positions in Balkans1860, AH rewards the alliance player.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Serbia&lt;br /&gt;
&lt;br /&gt;
Serbia is reminiscent of Austria-Hungary in Standard Diplomacy in that they are &lt;br /&gt;
vulnerable on almost all fronts, but begin the game in a veritable minefield of SCs as compensation.  With sufficient negotiation, a three SC gain in the first year is not uncommon, but does require the Serb to tip his hand against either the Italians or the Greeks to find a new haven for F Cetinje.  It is also not uncommon for the Serbs to come into direct contact with every player on the map in the first year, excluding only the Ottomans and maybe Italy, though in the latter case the two surely have much to discuss in negotiations.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
Accordingly, the Serbs typically opt to expand slowly in all directions (Sarajevo to the west and Bitola or Tirana in the south) as they gauge the intentions of their rivals.  Often, using F Cetinje to support a potential ally yields a higher payoff over the long term than a direct assault on Agram or Tirana - as it is usually not in the Serbs' best interests to see any one power dominate the seas.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
*Greece&lt;br /&gt;
&lt;br /&gt;
Greece, like Italy, is displayed in its formative stages in Balkans1860.  Here we see the rebellion of Kalamata, after it has spread north to Athens and Larisa.  The Greek player is then faced with a choice to continue down the historical path and seize Salonika and Heraklion from the Ottoman domains, or perhaps turn west instead and claim Palermo as the start of an Italian invasion.  North is also an option, and rich spoils await at Serb or  &lt;br /&gt;
Bulgarian expense, though I would counsel against neglecting both the Ottomans and the Italians for very long.  Of all the positions, Greece is the most likely to find her fortunes at sea, and should consider building a heavy concentration of fleets accordingly.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some special attention should be paid to the territory of Athens.  It functions very similar to Kiel in Standard, in that I have included the Corinth Canal in this variant (somewhat anachronistically by about 30 years).  For example, this means that a fleet could sequentially move from the Saronic Gulf to Athens to the Gulf of Taranto, and an army could likewise move from Agrinio to Athens to Patrai.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Romania&lt;br /&gt;
&lt;br /&gt;
Now, we turn our attentions to Romania, another edge position powerhouse of the variant.  Romania is alone on the map insofar as *none* of their potential gains in the first year can truly be guaranteed.  That said, at the very least, Kolosvar usually falls under their sway in the first year, and Sevastopol is not uncommon either.  From a strategic perspective, Romania is one of the three players involved in the Black Sea fight, and is typically the player most interested in dominating that region, as two of their home SCs lie along the coast.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
This leads a Romanian player into an alliance with either the  &lt;br /&gt;
Ottomans or Bulgaria against the third party (and fervent efforts to ensure that they are not the third party.)  Meanwhile, the majority of their spoils are to be found overland, and all three of AH, Serbia, and Bulgaria are valid targets, though Serbia is often spared due to Romanian fears of becoming sandwiched between AH and Bulgarian holdings.&amp;lt;br&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
*Bulgaria&lt;br /&gt;
&lt;br /&gt;
Speaking of Bulgaria, we arrive at the most diplomatically intensive position on the map.  It is imperative for Bulgaria to form an early alliance and overpower either Romania or the Ottomans as they attempt to fight their way to a corner position on the map.  Early wars with Serbia or Greece are highly unadvisable, though some squabbling over borders with both is almost inevitable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A Serb/Bulgarian/Greek triple is a potent alliance combination, similar to the Central Powers pact in Standard.  A wise Bulgarian player would be careful not to reveal those intentions early however, as that would almost certainly prompt an Ottoman/Romanian counteralliance that can be fatal.  Despite their vulnerabilities, the Bulgarians have rich prospects available both to the north and south if they are capable of forging the right alliances needed to exploit their enemies.  &lt;br /&gt;
 &lt;br /&gt;
*Ottoman Empire&lt;br /&gt;
&lt;br /&gt;
The Ottoman Empire shares a similar situation with Turkey in Standard.  The Ottomans enjoy a very secure corner position, but extremely limited early  &lt;br /&gt;
growth opportunities.  Salonika is the only reasonably guaranteed gain, though it is advisable to occupy with A Ankara if possible to retain options against either Bulgaria or Greece.  Heraklion is a tempting target, but cannot be forcibly taken from the Greeks if both F Kal and F Ath are dedicated to the task.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Viable alliance options are available with both Greece and Bulgaria, and to an extent Romania as well, though this route is usually an act of desperation against Greek/Bulgarian attack.  Achieving dominance in the Black Sea is desirable, though it can be just as effective to play off Bulgaria and Romania against one another indefinitely while rebuilding the Ottoman Mediterranean empire.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
So I hope that this brief overview has whetted some appetites for a game, and that you enjoy the experience.  If interested in playing or running a game of Balkans1860, please contact me at Screwtape777 AT gmail DOT com.  &lt;br /&gt;
&lt;br /&gt;
Thanks!&lt;br /&gt;
B. &lt;br /&gt;
&lt;br /&gt;
Benjamin Hester is the Diplomacy Variant Workshop (DVWorkshop-subscribe@yahoogroups.com)  &lt;br /&gt;
list owner, and designer of the Sengoku, South American Supremacy, Dark Ages,  &lt;br /&gt;
and Balkans1860 variants.&lt;br /&gt;
&lt;br /&gt;
[[Image:Balkans1860Rev1Names.gif|center|850px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Variant]]&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Balkans1860&amp;diff=1460</id>
		<title>Balkans1860</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Balkans1860&amp;diff=1460"/>
		<updated>2009-12-18T16:37:52Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: /* Commentary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Variant Created by:  Benjamin Hester&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://nairenvorbeck.angelfire.com/ Homepage:]  &lt;br /&gt;
&lt;br /&gt;
=== Variant Description: ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Balkans1860Rev1Names.gif|thumb|450px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Starting Positions====&lt;br /&gt;
&lt;br /&gt;
Italy- Forest Green,I&amp;lt;br&amp;gt;&lt;br /&gt;
Greece- Blue,G&amp;lt;br&amp;gt;&lt;br /&gt;
Austria-Hungary- Crimson,A&amp;lt;br&amp;gt;&lt;br /&gt;
Serbia- Charcoal,S&amp;lt;br&amp;gt;&lt;br /&gt;
Romania- Yellow,R&amp;lt;br&amp;gt;&lt;br /&gt;
Bulgaria- Teal,B&amp;lt;br&amp;gt;&lt;br /&gt;
The Ottoman Empire- Olive,T&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Variant Rules====&lt;br /&gt;
&lt;br /&gt;
Balkans1860 Variant Rules, Revision 1.  Homepage: http://nairenvorbeck.angelfire.com/ &lt;br /&gt;
&lt;br /&gt;
The Balkans 1860 variant is a historical transplant of Hasbro/Avalon Hill's Diplomacy to the Balkans region, (almost) historically accurate to the year 1860.  The Balkans 1860 Variant conforms to the standard rules of Hasbro/Avalon Hill's Diplomacy in most every way, with the few exceptions listed below.  The standard rules are NOT copied here, and all players of the Balkans 1860 Variant are assumed to own or expected to purchase the Rules of Diplomacy (or better yet, the full game) through Hasbro/AH, as I did.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
Turns move from Spring to Fall just like standard Diplomacy, and the first turn is Spring 1860.  Abbreviations are often not at all what you might expect them to be because of the significant number of provinces that share the same first three letters (i.e. Tirana/Tiraspol, Burgas/Burgas Bay, Salonika/Salzburg)  Be sure to check the names feature on Realpolitik.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
Palermo and Catanzaro are land contiguous, as are Bursa and Salonika, though they appear separated by water on the map.  Both Armies and Fleets may cross from one of these territories directly to the other.  Movement by fleets through the surrounding sea zones is unaffected.  The &amp;quot;bridges&amp;quot; on the map indicate this movement.  Istanbul is one single territory that lies on both sides of the Sea of Marmara.  An army in Istanbul may move to Bursa, Edirne, and Salonika.  A Fleet in Istanbul may move to Black Sea, Bosporus, Bursa, Edirne, Salonika, and the Sea of Marmara.  Athens is a territory with a canal in it, the Corinth canal.  It is not bi-coastal.  The closest comparison to Standard is Kiel.  Fleets and armies may move through Athens in any direction, but must stop in the territory of Athens.  (i.e. F Gulf of Taranto to Saronic Gulf is *not* a valid order).&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
All other rules conform to Standard Diplomacy.  19 SCs = solo victory.  &lt;br /&gt;
&lt;br /&gt;
====Commentary====&lt;br /&gt;
&lt;br /&gt;
For those that have longed for an Austria position that isn’t burdened by 20-1 against odds, dreamed of leading the Greek rebellion against Ottoman domination, or yearned to try their hand as Garibaldi leading the Italian unification, the long-awaited hour is at hand.  In Balkans1860, I invite the  &lt;br /&gt;
seasoned marshals of the WWI map to try their hand at changing the course of history and stabilizing the Balkans before WWI unfolds.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
Balkans 1860 is a historical snapshot variant of southeastern Europe, roughly as it appeared in 1860.  There are a few slight anomalies from any exact period in history, but then again, most such variants do have a few of these for the sake of gameplay, and this one is no exception.  The map actually represents a 10 year spread between 1860 to 1870.  I will spare you the laborious task of reading them all here; suffice it to say, I have done my best to reflect history accurately while creating a balanced and playable variant.  The map, rules, Realpolitik files, and all other documentation needed to play can be found at http://nairenvorbeck.angelfire.com.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whch brings us to an overview of the belligerents…&lt;br /&gt;
&lt;br /&gt;
*Italy&lt;br /&gt;
&lt;br /&gt;
The snapshot of Italy in this variant is intended to capture the spirit of its formative stage, as Giuseppe Garibaldi led armies through the peninsula, occasionally restrained by the political considerations and edicts from Torino.  Accordingly, Torino, Firenze, and Napoli are the starting Italian SCs, while the key centers of Roma, Venezia, and Palermo are vacant SCs, representing key hold outs that were not yet integrated into the Italian  &lt;br /&gt;
state (refer to the disclaimer above regarding the start year of the variant)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While they possess a beautiful edge position on this map (negating the historical influence of France and Spain), Italy nonetheless faces significant early threats from Austria-Hungary, Greece, and possibly Serbia in this variant.  By design, both Austria-Hungary and Greece have the potential to contest Italy for SCs within their sphere of influence - Venezia and Palermo, respectively.  Greece can even choose to force their way into Palermo in the first year if sufficient forces are dedicated to the effort, and Austria-Hungary can often seize superior positioning in the second year against Venezia if F Trieste moves out to the Gulf of Venezia. So Italian players must  &lt;br /&gt;
typically chose to negotiate a settlement on one of these fronts, and focus their attacks on the other - all the while maintaining a defense at home, as their peninsula is particularly vulnerable to invasion by convoys.  An alliance of both Greece and Austria-Hungary to partition Italy is a particularly lethal combination, and sends the Italian scurrying over to the Serbian embassy for assistance.&amp;lt;br&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
*Austria-Hungary&lt;br /&gt;
&lt;br /&gt;
In Balkans1860, Austria-Hungary is no longer the underdog position players loathe to play.  Here, AH is a contender from the start, although they retain vulnerabilities on several fronts that Standard Diplomacy players will find familiar.  AH's attentions in the first two game years are typically directed towards Italy and Serbia, her closest neighbours.  Both have the potential of reaching AH home SCs in the first year, and an alliance of the two can lead to an early elimination for the AH player.  Careful diplomacy is needed to ensure that never comes to pass.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Should the AH player navigate those stormy seas, they often find a Romanian ready to kick in their door from the east by the second or third year.  But take heart - AH has ample growth opportunities, as Agram can be guaranteed against all but the most coordinated Italian/Serbian attacks, and Salzburg is also likely to fall under their sway.  In rare circumstances, Kolosvar or Venezia can be captured, but such open aggression is not often rewarded, and such gains come at the expense of a defensible core position.  Far better for AH to negotiate a stable alliance with one or two of Italy, Serbia, and Romania and focus their growth in that direction.  Of all positions in Balkans1860, AH rewards the alliance player.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Serbia&lt;br /&gt;
&lt;br /&gt;
Serbia is reminiscent of Austria-Hungary in Standard Diplomacy in that they are &lt;br /&gt;
vulnerable on almost all fronts, but begin the game in a veritable minefield of SCs as compensation.  With sufficient negotiation, a three SC gain in the first year is not uncommon, but does require the Serb to tip his hand against either the Italians or the Greeks to find a new haven for F Cetinje.  It is also not uncommon for the Serbs to come into direct contact with every player on the map in the first year, excluding only the Ottomans and maybe Italy, though in the latter case the two surely have much to discuss in negotiations.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
Accordingly, the Serbs typically opt to expand slowly in all directions (Sarajevo to the west and Bitola or Tirana in the south) as they gauge the intentions of their rivals.  Often, using F Cetinje to support a potential ally yields a higher payoff over the long term than a direct assault on Agram or Tirana - as it is usually not in the Serbs' best interests to see any one power dominate the seas.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
*Greece&lt;br /&gt;
&lt;br /&gt;
Greece, like Italy, is displayed in its formative stages in Balkans1860.  Here we see the rebellion of Kalamata, after it has spread north to Athens and Larisa.  The Greek player is then faced with a choice to continue down the historical path and seize Salonika and Heraklion from the Ottoman domains, or perhaps turn west instead and claim Palermo as the start of an Italian invasion.  North is also an option, and rich spoils await at Serb or  &lt;br /&gt;
Bulgarian expense, though I would counsel against neglecting both the Ottomans and the Italians for very long.  Of all the positions, Greece is the most likely to find her fortunes at sea, and should consider building a heavy concentration of fleets accordingly.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some special attention should be paid to the territory of Athens.  It functions very similar to Kiel in Standard, in that I have included the Corinth Canal in this variant (somewhat anachronistically by about 30 years).  For example, this means that a fleet could sequentially move from the Saronic Gulf to Athens to the Gulf of Taranto, and an army could likewise move from Agrinio to Athens to Patrai.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Romania&lt;br /&gt;
&lt;br /&gt;
Now, we turn our attentions to Romania, another edge position powerhouse of the variant.  Romania is alone on the map insofar as *none* of their potential gains in the first year can truly be guaranteed.  That said, at the very least, Kolosvar usually falls under their sway in the first year, and Sevastopol is not uncommon either.  From a strategic perspective, Romania is one of the three players involved in the Black Sea fight, and is typically the player most interested in dominating that region, as two of their home SCs lie along the coast.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
This leads a Romanian player into an alliance with either the  &lt;br /&gt;
Ottomans or Bulgaria against the third party (and fervent efforts to ensure that they are not the third party.)  Meanwhile, the majority of their spoils are to be found overland, and all three of AH, Serbia, and Bulgaria are valid targets, though Serbia is often spared due to Romanian fears of becoming sandwiched between AH and Bulgarian holdings.&amp;lt;br&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
*Bulgaria&lt;br /&gt;
&lt;br /&gt;
Speaking of Bulgaria, we arrive at the most diplomatically intensive position on the map.  It is imperative for Bulgaria to form an early alliance and overpower either Romania or the Ottomans as they attempt to fight their way to a corner position on the map.  Early wars with Serbia or Greece are highly unadvisable, though some squabbling over borders with both is almost inevitable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A Serb/Bulgarian/Greek triple is a potent alliance combination, similar to the Central Powers pact in Standard.  A wise Bulgarian player would be careful not to reveal those intentions early however, as that would almost certainly prompt an Ottoman/Romanian counteralliance that can be fatal.  Despite their vulnerabilities, the Bulgarians have rich prospects available both to the north and south if they are capable of forging the right alliances needed to exploit their enemies.  &lt;br /&gt;
 &lt;br /&gt;
*Ottoman Empire&lt;br /&gt;
&lt;br /&gt;
The Ottoman Empire shares a similar situation with Turkey in Standard.  The Ottomans enjoy a very secure corner position, but extremely limited early  &lt;br /&gt;
growth opportunities.  Salonika is the only reasonably guaranteed gain, though it is advisable to occupy with A Ankara if possible to retain options against either Bulgaria or Greece.  Heraklion is a tempting target, but cannot be forcibly taken from the Greeks if both F Kal and F Ath are dedicated to the task.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Viable alliance options are available with both Greece and Bulgaria, and to an extent Romania as well, though this route is usually an act of desperation against Greek/Bulgarian attack.  Achieving dominance in the Black Sea is desirable, though it can be just as effective to play off Bulgaria and Romania against one another indefinitely while rebuilding the Ottoman Mediterranean empire.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
So I hope that this brief overview has whetted some appetites for a game, and that you enjoy the experience.  If interested in playing or running a game of Balkans1860, please contact me at Screwtape777 AT gmail DOT com.  &lt;br /&gt;
&lt;br /&gt;
Thanks!&lt;br /&gt;
B. &lt;br /&gt;
&lt;br /&gt;
Benjamin Hester is the Diplomacy Variant Workshop (DVWorkshop-subscribe@yahoogroups.com)  &lt;br /&gt;
list owner, and designer of the Sengoku, South American Supremacy, Dark Ages,  &lt;br /&gt;
and Balkans1860 variants.&lt;br /&gt;
&lt;br /&gt;
[[Image:Balkans1860Rev1Names.gif|center|850px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Variant]]&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=File:Balkans1860Rev1Names.gif&amp;diff=1459</id>
		<title>File:Balkans1860Rev1Names.gif</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=File:Balkans1860Rev1Names.gif&amp;diff=1459"/>
		<updated>2009-12-18T16:36:21Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: uploaded a new version of &amp;quot;Image:Balkans1860Rev1Names.gif&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Starting Position for Balkans 1860, Revision 1&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Balkans1860&amp;diff=1458</id>
		<title>Balkans1860</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Balkans1860&amp;diff=1458"/>
		<updated>2009-12-18T16:32:38Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: /* Starting Positions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Variant Created by:  Benjamin Hester&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://nairenvorbeck.angelfire.com/ Homepage:]  &lt;br /&gt;
&lt;br /&gt;
=== Variant Description: ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Balkans1860Rev1Names.gif|thumb|450px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Starting Positions====&lt;br /&gt;
&lt;br /&gt;
Italy- Forest Green,I&amp;lt;br&amp;gt;&lt;br /&gt;
Greece- Blue,G&amp;lt;br&amp;gt;&lt;br /&gt;
Austria-Hungary- Crimson,A&amp;lt;br&amp;gt;&lt;br /&gt;
Serbia- Charcoal,S&amp;lt;br&amp;gt;&lt;br /&gt;
Romania- Yellow,R&amp;lt;br&amp;gt;&lt;br /&gt;
Bulgaria- Teal,B&amp;lt;br&amp;gt;&lt;br /&gt;
The Ottoman Empire- Olive,T&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Variant Rules====&lt;br /&gt;
&lt;br /&gt;
Balkans1860 Variant Rules, Revision 1.  Homepage: http://nairenvorbeck.angelfire.com/ &lt;br /&gt;
&lt;br /&gt;
The Balkans 1860 variant is a historical transplant of Hasbro/Avalon Hill's Diplomacy to the Balkans region, (almost) historically accurate to the year 1860.  The Balkans 1860 Variant conforms to the standard rules of Hasbro/Avalon Hill's Diplomacy in most every way, with the few exceptions listed below.  The standard rules are NOT copied here, and all players of the Balkans 1860 Variant are assumed to own or expected to purchase the Rules of Diplomacy (or better yet, the full game) through Hasbro/AH, as I did.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
Turns move from Spring to Fall just like standard Diplomacy, and the first turn is Spring 1860.  Abbreviations are often not at all what you might expect them to be because of the significant number of provinces that share the same first three letters (i.e. Tirana/Tiraspol, Burgas/Burgas Bay, Salonika/Salzburg)  Be sure to check the names feature on Realpolitik.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
Palermo and Catanzaro are land contiguous, as are Bursa and Salonika, though they appear separated by water on the map.  Both Armies and Fleets may cross from one of these territories directly to the other.  Movement by fleets through the surrounding sea zones is unaffected.  The &amp;quot;bridges&amp;quot; on the map indicate this movement.  Istanbul is one single territory that lies on both sides of the Sea of Marmara.  An army in Istanbul may move to Bursa, Edirne, and Salonika.  A Fleet in Istanbul may move to Black Sea, Bosporus, Bursa, Edirne, Salonika, and the Sea of Marmara.  Athens is a territory with a canal in it, the Corinth canal.  It is not bi-coastal.  The closest comparison to Standard is Kiel.  Fleets and armies may move through Athens in any direction, but must stop in the territory of Athens.  (i.e. F Gulf of Taranto to Saronic Gulf is *not* a valid order).&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
All other rules conform to Standard Diplomacy.  19 SCs = solo victory.  &lt;br /&gt;
&lt;br /&gt;
====Commentary====&lt;br /&gt;
&lt;br /&gt;
For those that have longed for an Austria position that isn’t burdened by 20-1 against odds, dreamed of leading the Greek rebellion against Ottoman domination, or yearned to try their hand as Garibaldi leading the Italian unification, the long-awaited hour is at hand.  In Balkans1860, I invite the  &lt;br /&gt;
seasoned marshals of the WWI map to try their hand at changing the course of history and stabilizing the Balkans before WWI unfolds.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
Balkans 1860 is a historical snapshot variant of southeastern Europe, roughly as it appeared in 1860.  There are a few slight anomalies from any exact period in history, but then again, most such variants do have a few of these for the sake of gameplay, and this one is no exception.  The map actually represents a 10 year spread between 1860 to 1870.  I will spare you the laborious task of reading them all here; suffice it to say, I have done my best to reflect history accurately while creating a balanced and playable variant.  The map, rules, Realpolitik files, and all other documentation needed to play can be found at http://nairenvorbeck.angelfire.com.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whch brings us to an overview of the belligerents…&lt;br /&gt;
&lt;br /&gt;
*Italy*&lt;br /&gt;
&lt;br /&gt;
The snapshot of Italy in this variant is intended to capture the spirit of its formative stage, as Giuseppe Garibaldi led armies through the peninsula, occasionally restrained by the political considerations and edicts from Torino.  Accordingly, Torino, Firenze, and Napoli are the starting Italian SCs, while the key centers of Roma, Venezia, and Palermo are vacant SCs, representing key hold outs that were not yet integrated into the Italian  &lt;br /&gt;
state (refer to the disclaimer above regarding the start year of the variant)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While they possess a beautiful edge position on this map (negating the historical influence of France and Spain), Italy nonetheless faces significant early threats from Austria-Hungary, Greece, and possibly Serbia in this variant.  By design, both Austria-Hungary and Greece have the potential to contest Italy for SCs within their sphere of influence - Venezia and Palermo, respectively.  Greece can even choose to force their way into Palermo in the first year if sufficient forces are dedicated to the effort, and Austria-Hungary can often seize superior positioning in the second year against Venezia if F Trieste moves out to the Gulf of Venezia. So Italian players must  &lt;br /&gt;
typically chose to negotiate a settlement on one of these fronts, and focus their attacks on the other - all the while maintaining a defense at home, as their peninsula is particularly vulnerable to invasion by convoys.  An alliance of both Greece and Austria-Hungary to partition Italy is a particularly lethal combination, and sends the Italian scurrying over to the Serbian embassy for assistance.&amp;lt;br&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
*Austria-Hungary*&lt;br /&gt;
&lt;br /&gt;
In Balkans1860, Austria-Hungary is no longer the underdog position players loathe to play.  Here, AH is a contender from the start, although they retain vulnerabilities on several fronts that Standard Diplomacy players will find familiar.  AH's attentions in the first two game years are typically directed towards Italy and Serbia, her closest neighbours.  Both have the potential of reaching AH home SCs in the first year, and an alliance of the two can lead to an early elimination for the AH player.  Careful diplomacy is needed to ensure that never comes to pass.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Should the AH player navigate those stormy seas, they often find a Romanian ready to kick in their door from the east by the second or third year.  But take heart - AH has ample growth opportunities, as Agram can be guaranteed against all but the most coordinated Italian/Serbian attacks, and Salzburg is also likely to fall under their sway.  In rare circumstances, Kolosvar or Venezia can be captured, but such open aggression is not often rewarded, and such gains come at the expense of a defensible core position.  Far better for AH to negotiate a stable alliance with one or two of Italy, Serbia, and Romania and focus their growth in that direction.  Of all positions in Balkans1860, AH rewards the alliance player.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Serbia*  &lt;br /&gt;
&lt;br /&gt;
Serbia is reminiscent of Austria-Hungary in Standard Diplomacy in that they are &lt;br /&gt;
vulnerable on almost all fronts, but begin the game in a veritable minefield of SCs as compensation.  With sufficient negotiation, a three SC gain in the first year is not uncommon, but does require the Serb to tip his hand against either the Italians or the Greeks to find a new haven for F Cetinje.  It is also not uncommon for the Serbs to come into direct contact with every player on the map in the first year, excluding only the Ottomans and maybe Italy, though in the latter case the two surely have much to discuss in negotiations.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
Accordingly, the Serbs typically opt to expand slowly in all directions (Sarajevo to the west and Bitola or Tirana in the south) as they gauge the intentions of their rivals.  Often, using F Cetinje to support a potential ally yields a higher payoff over the long term than a direct assault on Agram or Tirana - as it is usually not in the Serbs' best interests to see any one power dominate the seas.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
*Greece*&lt;br /&gt;
&lt;br /&gt;
Greece, like Italy, is displayed in its formative stages in Balkans1860.  Here we see the rebellion of Kalamata, after it has spread north to Athens and Larisa.  The Greek player is then faced with a choice to continue down the historical path and seize Salonika and Heraklion from the Ottoman domains, or perhaps turn west instead and claim Palermo as the start of an Italian invasion.  North is also an option, and rich spoils await at Serb or  &lt;br /&gt;
Bulgarian expense, though I would counsel against neglecting both the Ottomans and the Italians for very long.  Of all the positions, Greece is the most likely to find her fortunes at sea, and should consider building a heavy concentration of fleets accordingly.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some special attention should be paid to the territory of Athens.  It functions very similar to Kiel in Standard, in that I have included the Corinth Canal in this variant (somewhat anachronistically by about 30 years).  For example, this means that a fleet could sequentially move from the Saronic Gulf to Athens to the Gulf of Taranto, and an army could likewise move from Agrinio to Athens to Patrai.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Romania*  &lt;br /&gt;
&lt;br /&gt;
Now, we turn our attentions to Romania, another edge position powerhouse of the variant.  Romania is alone on the map insofar as *none* of their potential gains in the first year can truly be guaranteed.  That said, at the very least, Kolosvar usually falls under their sway in the first year, and Sevastopol is not uncommon either.  From a strategic perspective, Romania is one of the three players involved in the Black Sea fight, and is typically the player most interested in dominating that region, as two of their home SCs lie along the coast.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
This leads a Romanian player into an alliance with either the  &lt;br /&gt;
Ottomans or Bulgaria against the third party (and fervent efforts to ensure that they are not the third party.)  Meanwhile, the majority of their spoils are to be found overland, and all three of AH, Serbia, and Bulgaria are valid targets, though Serbia is often spared due to Romanian fears of becoming sandwiched between AH and Bulgarian holdings.&amp;lt;br&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
*Bulgaria*&lt;br /&gt;
&lt;br /&gt;
Speaking of Bulgaria, we arrive at the most diplomatically intensive position on the map.  It is imperative for Bulgaria to form an early alliance and overpower either Romania or the Ottomans as they attempt to fight their way to a corner position on the map.  Early wars with Serbia or Greece are highly unadvisable, though some squabbling over borders with both is almost inevitable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A Serb/Bulgarian/Greek triple is a potent alliance combination, similar to the Central Powers pact in Standard.  A wise Bulgarian player would be careful not to reveal those intentions early however, as that would almost certainly prompt an Ottoman/Romanian counteralliance that can be fatal.  Despite their vulnerabilities, the Bulgarians have rich prospects available both to the north and south if they are capable of forging the right alliances needed to exploit their enemies.  &lt;br /&gt;
 &lt;br /&gt;
*Ottoman Empire*&lt;br /&gt;
&lt;br /&gt;
The Ottoman Empire shares a similar situation with Turkey in Standard.  The Ottomans enjoy a very secure corner position, but extremely limited early  &lt;br /&gt;
growth opportunities.  Salonika is the only reasonably guaranteed gain, though it is advisable to occupy with A Ankara if possible to retain options against either Bulgaria or Greece.  Heraklion is a tempting target, but cannot be forcibly taken from the Greeks if both F Kal and F Ath are dedicated to the task.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Viable alliance options are available with both Greece and Bulgaria, and to an extent Romania as well, though this route is usually an act of desperation against Greek/Bulgarian attack.  Achieving dominance in the Black Sea is desirable, though it can be just as effective to play off Bulgaria and Romania against one another indefinitely while rebuilding the Ottoman Mediterranean empire.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
So I hope that this brief overview has whetted some appetites for a game, and that you enjoy the experience.  If interested in playing or running a game of Balkans1860, please contact me at Screwtape777 AT gmail DOT com.  &lt;br /&gt;
&lt;br /&gt;
Thanks!&lt;br /&gt;
B. &lt;br /&gt;
&lt;br /&gt;
Benjamin Hester is the Diplomacy Variant Workshop (DVWorkshop-subscribe@yahoogroups.com)  &lt;br /&gt;
list owner, and designer of the Sengoku, South American Supremacy, Dark Ages,  &lt;br /&gt;
and Balkans1860 variants.&lt;br /&gt;
&lt;br /&gt;
[[Image:Balkans1860Rev1Names.gif|center|850px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Variant]]&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Balkans1860&amp;diff=1457</id>
		<title>Balkans1860</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Balkans1860&amp;diff=1457"/>
		<updated>2009-12-18T16:32:06Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: /* Starting Positions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Variant Created by:  Benjamin Hester&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://nairenvorbeck.angelfire.com/ Homepage:]  &lt;br /&gt;
&lt;br /&gt;
=== Variant Description: ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Balkans1860Rev1Names.gif|thumb|450px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Starting Positions====&lt;br /&gt;
&lt;br /&gt;
Italy - Forest Green,I&amp;lt;br&amp;gt;&lt;br /&gt;
Greece - Blue,G&amp;lt;br&amp;gt;&lt;br /&gt;
Austria-Hungary - Crimson,A&amp;lt;br&amp;gt;&lt;br /&gt;
Serbia - Charcoal,S&amp;lt;br&amp;gt;&lt;br /&gt;
Romania - Yellow,R&amp;lt;br&amp;gt;&lt;br /&gt;
Bulgaria, Teal,B&amp;lt;br&amp;gt;&lt;br /&gt;
The Ottoman Empire,T&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Variant Rules====&lt;br /&gt;
&lt;br /&gt;
Balkans1860 Variant Rules, Revision 1.  Homepage: http://nairenvorbeck.angelfire.com/ &lt;br /&gt;
&lt;br /&gt;
The Balkans 1860 variant is a historical transplant of Hasbro/Avalon Hill's Diplomacy to the Balkans region, (almost) historically accurate to the year 1860.  The Balkans 1860 Variant conforms to the standard rules of Hasbro/Avalon Hill's Diplomacy in most every way, with the few exceptions listed below.  The standard rules are NOT copied here, and all players of the Balkans 1860 Variant are assumed to own or expected to purchase the Rules of Diplomacy (or better yet, the full game) through Hasbro/AH, as I did.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
Turns move from Spring to Fall just like standard Diplomacy, and the first turn is Spring 1860.  Abbreviations are often not at all what you might expect them to be because of the significant number of provinces that share the same first three letters (i.e. Tirana/Tiraspol, Burgas/Burgas Bay, Salonika/Salzburg)  Be sure to check the names feature on Realpolitik.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
Palermo and Catanzaro are land contiguous, as are Bursa and Salonika, though they appear separated by water on the map.  Both Armies and Fleets may cross from one of these territories directly to the other.  Movement by fleets through the surrounding sea zones is unaffected.  The &amp;quot;bridges&amp;quot; on the map indicate this movement.  Istanbul is one single territory that lies on both sides of the Sea of Marmara.  An army in Istanbul may move to Bursa, Edirne, and Salonika.  A Fleet in Istanbul may move to Black Sea, Bosporus, Bursa, Edirne, Salonika, and the Sea of Marmara.  Athens is a territory with a canal in it, the Corinth canal.  It is not bi-coastal.  The closest comparison to Standard is Kiel.  Fleets and armies may move through Athens in any direction, but must stop in the territory of Athens.  (i.e. F Gulf of Taranto to Saronic Gulf is *not* a valid order).&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
All other rules conform to Standard Diplomacy.  19 SCs = solo victory.  &lt;br /&gt;
&lt;br /&gt;
====Commentary====&lt;br /&gt;
&lt;br /&gt;
For those that have longed for an Austria position that isn’t burdened by 20-1 against odds, dreamed of leading the Greek rebellion against Ottoman domination, or yearned to try their hand as Garibaldi leading the Italian unification, the long-awaited hour is at hand.  In Balkans1860, I invite the  &lt;br /&gt;
seasoned marshals of the WWI map to try their hand at changing the course of history and stabilizing the Balkans before WWI unfolds.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
Balkans 1860 is a historical snapshot variant of southeastern Europe, roughly as it appeared in 1860.  There are a few slight anomalies from any exact period in history, but then again, most such variants do have a few of these for the sake of gameplay, and this one is no exception.  The map actually represents a 10 year spread between 1860 to 1870.  I will spare you the laborious task of reading them all here; suffice it to say, I have done my best to reflect history accurately while creating a balanced and playable variant.  The map, rules, Realpolitik files, and all other documentation needed to play can be found at http://nairenvorbeck.angelfire.com.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whch brings us to an overview of the belligerents…&lt;br /&gt;
&lt;br /&gt;
*Italy*&lt;br /&gt;
&lt;br /&gt;
The snapshot of Italy in this variant is intended to capture the spirit of its formative stage, as Giuseppe Garibaldi led armies through the peninsula, occasionally restrained by the political considerations and edicts from Torino.  Accordingly, Torino, Firenze, and Napoli are the starting Italian SCs, while the key centers of Roma, Venezia, and Palermo are vacant SCs, representing key hold outs that were not yet integrated into the Italian  &lt;br /&gt;
state (refer to the disclaimer above regarding the start year of the variant)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While they possess a beautiful edge position on this map (negating the historical influence of France and Spain), Italy nonetheless faces significant early threats from Austria-Hungary, Greece, and possibly Serbia in this variant.  By design, both Austria-Hungary and Greece have the potential to contest Italy for SCs within their sphere of influence - Venezia and Palermo, respectively.  Greece can even choose to force their way into Palermo in the first year if sufficient forces are dedicated to the effort, and Austria-Hungary can often seize superior positioning in the second year against Venezia if F Trieste moves out to the Gulf of Venezia. So Italian players must  &lt;br /&gt;
typically chose to negotiate a settlement on one of these fronts, and focus their attacks on the other - all the while maintaining a defense at home, as their peninsula is particularly vulnerable to invasion by convoys.  An alliance of both Greece and Austria-Hungary to partition Italy is a particularly lethal combination, and sends the Italian scurrying over to the Serbian embassy for assistance.&amp;lt;br&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
*Austria-Hungary*&lt;br /&gt;
&lt;br /&gt;
In Balkans1860, Austria-Hungary is no longer the underdog position players loathe to play.  Here, AH is a contender from the start, although they retain vulnerabilities on several fronts that Standard Diplomacy players will find familiar.  AH's attentions in the first two game years are typically directed towards Italy and Serbia, her closest neighbours.  Both have the potential of reaching AH home SCs in the first year, and an alliance of the two can lead to an early elimination for the AH player.  Careful diplomacy is needed to ensure that never comes to pass.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Should the AH player navigate those stormy seas, they often find a Romanian ready to kick in their door from the east by the second or third year.  But take heart - AH has ample growth opportunities, as Agram can be guaranteed against all but the most coordinated Italian/Serbian attacks, and Salzburg is also likely to fall under their sway.  In rare circumstances, Kolosvar or Venezia can be captured, but such open aggression is not often rewarded, and such gains come at the expense of a defensible core position.  Far better for AH to negotiate a stable alliance with one or two of Italy, Serbia, and Romania and focus their growth in that direction.  Of all positions in Balkans1860, AH rewards the alliance player.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Serbia*  &lt;br /&gt;
&lt;br /&gt;
Serbia is reminiscent of Austria-Hungary in Standard Diplomacy in that they are &lt;br /&gt;
vulnerable on almost all fronts, but begin the game in a veritable minefield of SCs as compensation.  With sufficient negotiation, a three SC gain in the first year is not uncommon, but does require the Serb to tip his hand against either the Italians or the Greeks to find a new haven for F Cetinje.  It is also not uncommon for the Serbs to come into direct contact with every player on the map in the first year, excluding only the Ottomans and maybe Italy, though in the latter case the two surely have much to discuss in negotiations.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
Accordingly, the Serbs typically opt to expand slowly in all directions (Sarajevo to the west and Bitola or Tirana in the south) as they gauge the intentions of their rivals.  Often, using F Cetinje to support a potential ally yields a higher payoff over the long term than a direct assault on Agram or Tirana - as it is usually not in the Serbs' best interests to see any one power dominate the seas.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
*Greece*&lt;br /&gt;
&lt;br /&gt;
Greece, like Italy, is displayed in its formative stages in Balkans1860.  Here we see the rebellion of Kalamata, after it has spread north to Athens and Larisa.  The Greek player is then faced with a choice to continue down the historical path and seize Salonika and Heraklion from the Ottoman domains, or perhaps turn west instead and claim Palermo as the start of an Italian invasion.  North is also an option, and rich spoils await at Serb or  &lt;br /&gt;
Bulgarian expense, though I would counsel against neglecting both the Ottomans and the Italians for very long.  Of all the positions, Greece is the most likely to find her fortunes at sea, and should consider building a heavy concentration of fleets accordingly.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some special attention should be paid to the territory of Athens.  It functions very similar to Kiel in Standard, in that I have included the Corinth Canal in this variant (somewhat anachronistically by about 30 years).  For example, this means that a fleet could sequentially move from the Saronic Gulf to Athens to the Gulf of Taranto, and an army could likewise move from Agrinio to Athens to Patrai.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Romania*  &lt;br /&gt;
&lt;br /&gt;
Now, we turn our attentions to Romania, another edge position powerhouse of the variant.  Romania is alone on the map insofar as *none* of their potential gains in the first year can truly be guaranteed.  That said, at the very least, Kolosvar usually falls under their sway in the first year, and Sevastopol is not uncommon either.  From a strategic perspective, Romania is one of the three players involved in the Black Sea fight, and is typically the player most interested in dominating that region, as two of their home SCs lie along the coast.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
This leads a Romanian player into an alliance with either the  &lt;br /&gt;
Ottomans or Bulgaria against the third party (and fervent efforts to ensure that they are not the third party.)  Meanwhile, the majority of their spoils are to be found overland, and all three of AH, Serbia, and Bulgaria are valid targets, though Serbia is often spared due to Romanian fears of becoming sandwiched between AH and Bulgarian holdings.&amp;lt;br&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
*Bulgaria*&lt;br /&gt;
&lt;br /&gt;
Speaking of Bulgaria, we arrive at the most diplomatically intensive position on the map.  It is imperative for Bulgaria to form an early alliance and overpower either Romania or the Ottomans as they attempt to fight their way to a corner position on the map.  Early wars with Serbia or Greece are highly unadvisable, though some squabbling over borders with both is almost inevitable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A Serb/Bulgarian/Greek triple is a potent alliance combination, similar to the Central Powers pact in Standard.  A wise Bulgarian player would be careful not to reveal those intentions early however, as that would almost certainly prompt an Ottoman/Romanian counteralliance that can be fatal.  Despite their vulnerabilities, the Bulgarians have rich prospects available both to the north and south if they are capable of forging the right alliances needed to exploit their enemies.  &lt;br /&gt;
 &lt;br /&gt;
*Ottoman Empire*&lt;br /&gt;
&lt;br /&gt;
The Ottoman Empire shares a similar situation with Turkey in Standard.  The Ottomans enjoy a very secure corner position, but extremely limited early  &lt;br /&gt;
growth opportunities.  Salonika is the only reasonably guaranteed gain, though it is advisable to occupy with A Ankara if possible to retain options against either Bulgaria or Greece.  Heraklion is a tempting target, but cannot be forcibly taken from the Greeks if both F Kal and F Ath are dedicated to the task.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Viable alliance options are available with both Greece and Bulgaria, and to an extent Romania as well, though this route is usually an act of desperation against Greek/Bulgarian attack.  Achieving dominance in the Black Sea is desirable, though it can be just as effective to play off Bulgaria and Romania against one another indefinitely while rebuilding the Ottoman Mediterranean empire.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
So I hope that this brief overview has whetted some appetites for a game, and that you enjoy the experience.  If interested in playing or running a game of Balkans1860, please contact me at Screwtape777 AT gmail DOT com.  &lt;br /&gt;
&lt;br /&gt;
Thanks!&lt;br /&gt;
B. &lt;br /&gt;
&lt;br /&gt;
Benjamin Hester is the Diplomacy Variant Workshop (DVWorkshop-subscribe@yahoogroups.com)  &lt;br /&gt;
list owner, and designer of the Sengoku, South American Supremacy, Dark Ages,  &lt;br /&gt;
and Balkans1860 variants.&lt;br /&gt;
&lt;br /&gt;
[[Image:Balkans1860Rev1Names.gif|center|850px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Variant]]&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Balkans1860&amp;diff=1456</id>
		<title>Balkans1860</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Balkans1860&amp;diff=1456"/>
		<updated>2009-12-18T16:31:27Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Variant Created by:  Benjamin Hester&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://nairenvorbeck.angelfire.com/ Homepage:]  &lt;br /&gt;
&lt;br /&gt;
=== Variant Description: ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Balkans1860Rev1Names.gif|thumb|450px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Starting Positions====&lt;br /&gt;
&lt;br /&gt;
Italy - Forest Green, I&amp;lt;br&amp;gt;&lt;br /&gt;
Greece - Blue, G&amp;lt;br&amp;gt;&lt;br /&gt;
Austria-Hungary - Crimson, A&amp;lt;br&amp;gt;&lt;br /&gt;
Serbia - Charcoal, S&amp;lt;br&amp;gt;&lt;br /&gt;
Romania - Yellow, R&amp;lt;br&amp;gt;&lt;br /&gt;
Bulgaria, Teal, B&amp;lt;br&amp;gt;&lt;br /&gt;
The Ottoman Empire, T&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Variant Rules====&lt;br /&gt;
&lt;br /&gt;
Balkans1860 Variant Rules, Revision 1.  Homepage: http://nairenvorbeck.angelfire.com/ &lt;br /&gt;
&lt;br /&gt;
The Balkans 1860 variant is a historical transplant of Hasbro/Avalon Hill's Diplomacy to the Balkans region, (almost) historically accurate to the year 1860.  The Balkans 1860 Variant conforms to the standard rules of Hasbro/Avalon Hill's Diplomacy in most every way, with the few exceptions listed below.  The standard rules are NOT copied here, and all players of the Balkans 1860 Variant are assumed to own or expected to purchase the Rules of Diplomacy (or better yet, the full game) through Hasbro/AH, as I did.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
Turns move from Spring to Fall just like standard Diplomacy, and the first turn is Spring 1860.  Abbreviations are often not at all what you might expect them to be because of the significant number of provinces that share the same first three letters (i.e. Tirana/Tiraspol, Burgas/Burgas Bay, Salonika/Salzburg)  Be sure to check the names feature on Realpolitik.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
Palermo and Catanzaro are land contiguous, as are Bursa and Salonika, though they appear separated by water on the map.  Both Armies and Fleets may cross from one of these territories directly to the other.  Movement by fleets through the surrounding sea zones is unaffected.  The &amp;quot;bridges&amp;quot; on the map indicate this movement.  Istanbul is one single territory that lies on both sides of the Sea of Marmara.  An army in Istanbul may move to Bursa, Edirne, and Salonika.  A Fleet in Istanbul may move to Black Sea, Bosporus, Bursa, Edirne, Salonika, and the Sea of Marmara.  Athens is a territory with a canal in it, the Corinth canal.  It is not bi-coastal.  The closest comparison to Standard is Kiel.  Fleets and armies may move through Athens in any direction, but must stop in the territory of Athens.  (i.e. F Gulf of Taranto to Saronic Gulf is *not* a valid order).&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
All other rules conform to Standard Diplomacy.  19 SCs = solo victory.  &lt;br /&gt;
&lt;br /&gt;
====Commentary====&lt;br /&gt;
&lt;br /&gt;
For those that have longed for an Austria position that isn’t burdened by 20-1 against odds, dreamed of leading the Greek rebellion against Ottoman domination, or yearned to try their hand as Garibaldi leading the Italian unification, the long-awaited hour is at hand.  In Balkans1860, I invite the  &lt;br /&gt;
seasoned marshals of the WWI map to try their hand at changing the course of history and stabilizing the Balkans before WWI unfolds.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
Balkans 1860 is a historical snapshot variant of southeastern Europe, roughly as it appeared in 1860.  There are a few slight anomalies from any exact period in history, but then again, most such variants do have a few of these for the sake of gameplay, and this one is no exception.  The map actually represents a 10 year spread between 1860 to 1870.  I will spare you the laborious task of reading them all here; suffice it to say, I have done my best to reflect history accurately while creating a balanced and playable variant.  The map, rules, Realpolitik files, and all other documentation needed to play can be found at http://nairenvorbeck.angelfire.com.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whch brings us to an overview of the belligerents…&lt;br /&gt;
&lt;br /&gt;
*Italy*&lt;br /&gt;
&lt;br /&gt;
The snapshot of Italy in this variant is intended to capture the spirit of its formative stage, as Giuseppe Garibaldi led armies through the peninsula, occasionally restrained by the political considerations and edicts from Torino.  Accordingly, Torino, Firenze, and Napoli are the starting Italian SCs, while the key centers of Roma, Venezia, and Palermo are vacant SCs, representing key hold outs that were not yet integrated into the Italian  &lt;br /&gt;
state (refer to the disclaimer above regarding the start year of the variant)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While they possess a beautiful edge position on this map (negating the historical influence of France and Spain), Italy nonetheless faces significant early threats from Austria-Hungary, Greece, and possibly Serbia in this variant.  By design, both Austria-Hungary and Greece have the potential to contest Italy for SCs within their sphere of influence - Venezia and Palermo, respectively.  Greece can even choose to force their way into Palermo in the first year if sufficient forces are dedicated to the effort, and Austria-Hungary can often seize superior positioning in the second year against Venezia if F Trieste moves out to the Gulf of Venezia. So Italian players must  &lt;br /&gt;
typically chose to negotiate a settlement on one of these fronts, and focus their attacks on the other - all the while maintaining a defense at home, as their peninsula is particularly vulnerable to invasion by convoys.  An alliance of both Greece and Austria-Hungary to partition Italy is a particularly lethal combination, and sends the Italian scurrying over to the Serbian embassy for assistance.&amp;lt;br&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
*Austria-Hungary*&lt;br /&gt;
&lt;br /&gt;
In Balkans1860, Austria-Hungary is no longer the underdog position players loathe to play.  Here, AH is a contender from the start, although they retain vulnerabilities on several fronts that Standard Diplomacy players will find familiar.  AH's attentions in the first two game years are typically directed towards Italy and Serbia, her closest neighbours.  Both have the potential of reaching AH home SCs in the first year, and an alliance of the two can lead to an early elimination for the AH player.  Careful diplomacy is needed to ensure that never comes to pass.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Should the AH player navigate those stormy seas, they often find a Romanian ready to kick in their door from the east by the second or third year.  But take heart - AH has ample growth opportunities, as Agram can be guaranteed against all but the most coordinated Italian/Serbian attacks, and Salzburg is also likely to fall under their sway.  In rare circumstances, Kolosvar or Venezia can be captured, but such open aggression is not often rewarded, and such gains come at the expense of a defensible core position.  Far better for AH to negotiate a stable alliance with one or two of Italy, Serbia, and Romania and focus their growth in that direction.  Of all positions in Balkans1860, AH rewards the alliance player.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Serbia*  &lt;br /&gt;
&lt;br /&gt;
Serbia is reminiscent of Austria-Hungary in Standard Diplomacy in that they are &lt;br /&gt;
vulnerable on almost all fronts, but begin the game in a veritable minefield of SCs as compensation.  With sufficient negotiation, a three SC gain in the first year is not uncommon, but does require the Serb to tip his hand against either the Italians or the Greeks to find a new haven for F Cetinje.  It is also not uncommon for the Serbs to come into direct contact with every player on the map in the first year, excluding only the Ottomans and maybe Italy, though in the latter case the two surely have much to discuss in negotiations.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
Accordingly, the Serbs typically opt to expand slowly in all directions (Sarajevo to the west and Bitola or Tirana in the south) as they gauge the intentions of their rivals.  Often, using F Cetinje to support a potential ally yields a higher payoff over the long term than a direct assault on Agram or Tirana - as it is usually not in the Serbs' best interests to see any one power dominate the seas.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
*Greece*&lt;br /&gt;
&lt;br /&gt;
Greece, like Italy, is displayed in its formative stages in Balkans1860.  Here we see the rebellion of Kalamata, after it has spread north to Athens and Larisa.  The Greek player is then faced with a choice to continue down the historical path and seize Salonika and Heraklion from the Ottoman domains, or perhaps turn west instead and claim Palermo as the start of an Italian invasion.  North is also an option, and rich spoils await at Serb or  &lt;br /&gt;
Bulgarian expense, though I would counsel against neglecting both the Ottomans and the Italians for very long.  Of all the positions, Greece is the most likely to find her fortunes at sea, and should consider building a heavy concentration of fleets accordingly.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some special attention should be paid to the territory of Athens.  It functions very similar to Kiel in Standard, in that I have included the Corinth Canal in this variant (somewhat anachronistically by about 30 years).  For example, this means that a fleet could sequentially move from the Saronic Gulf to Athens to the Gulf of Taranto, and an army could likewise move from Agrinio to Athens to Patrai.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Romania*  &lt;br /&gt;
&lt;br /&gt;
Now, we turn our attentions to Romania, another edge position powerhouse of the variant.  Romania is alone on the map insofar as *none* of their potential gains in the first year can truly be guaranteed.  That said, at the very least, Kolosvar usually falls under their sway in the first year, and Sevastopol is not uncommon either.  From a strategic perspective, Romania is one of the three players involved in the Black Sea fight, and is typically the player most interested in dominating that region, as two of their home SCs lie along the coast.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
This leads a Romanian player into an alliance with either the  &lt;br /&gt;
Ottomans or Bulgaria against the third party (and fervent efforts to ensure that they are not the third party.)  Meanwhile, the majority of their spoils are to be found overland, and all three of AH, Serbia, and Bulgaria are valid targets, though Serbia is often spared due to Romanian fears of becoming sandwiched between AH and Bulgarian holdings.&amp;lt;br&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
*Bulgaria*&lt;br /&gt;
&lt;br /&gt;
Speaking of Bulgaria, we arrive at the most diplomatically intensive position on the map.  It is imperative for Bulgaria to form an early alliance and overpower either Romania or the Ottomans as they attempt to fight their way to a corner position on the map.  Early wars with Serbia or Greece are highly unadvisable, though some squabbling over borders with both is almost inevitable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A Serb/Bulgarian/Greek triple is a potent alliance combination, similar to the Central Powers pact in Standard.  A wise Bulgarian player would be careful not to reveal those intentions early however, as that would almost certainly prompt an Ottoman/Romanian counteralliance that can be fatal.  Despite their vulnerabilities, the Bulgarians have rich prospects available both to the north and south if they are capable of forging the right alliances needed to exploit their enemies.  &lt;br /&gt;
 &lt;br /&gt;
*Ottoman Empire*&lt;br /&gt;
&lt;br /&gt;
The Ottoman Empire shares a similar situation with Turkey in Standard.  The Ottomans enjoy a very secure corner position, but extremely limited early  &lt;br /&gt;
growth opportunities.  Salonika is the only reasonably guaranteed gain, though it is advisable to occupy with A Ankara if possible to retain options against either Bulgaria or Greece.  Heraklion is a tempting target, but cannot be forcibly taken from the Greeks if both F Kal and F Ath are dedicated to the task.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Viable alliance options are available with both Greece and Bulgaria, and to an extent Romania as well, though this route is usually an act of desperation against Greek/Bulgarian attack.  Achieving dominance in the Black Sea is desirable, though it can be just as effective to play off Bulgaria and Romania against one another indefinitely while rebuilding the Ottoman Mediterranean empire.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
So I hope that this brief overview has whetted some appetites for a game, and that you enjoy the experience.  If interested in playing or running a game of Balkans1860, please contact me at Screwtape777 AT gmail DOT com.  &lt;br /&gt;
&lt;br /&gt;
Thanks!&lt;br /&gt;
B. &lt;br /&gt;
&lt;br /&gt;
Benjamin Hester is the Diplomacy Variant Workshop (DVWorkshop-subscribe@yahoogroups.com)  &lt;br /&gt;
list owner, and designer of the Sengoku, South American Supremacy, Dark Ages,  &lt;br /&gt;
and Balkans1860 variants.&lt;br /&gt;
&lt;br /&gt;
[[Image:Balkans1860Rev1Names.gif|center|850px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Variant]]&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Balkans1860&amp;diff=1455</id>
		<title>Balkans1860</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Balkans1860&amp;diff=1455"/>
		<updated>2009-12-18T16:30:46Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: New page: Variant Created by:  Benjamin Hester&amp;lt;br&amp;gt;  [http://nairenvorbeck.angelfire.com/ Homepage:]    === Variant Description: ===   450px  ====Starting Pos...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Variant Created by:  Benjamin Hester&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://nairenvorbeck.angelfire.com/ Homepage:]  &lt;br /&gt;
&lt;br /&gt;
=== Variant Description: ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Balkans1860Rev1Names.gif|thumb|450px]]&lt;br /&gt;
&lt;br /&gt;
====Starting Positions====&lt;br /&gt;
&lt;br /&gt;
Italy - Forest Green, I&amp;lt;br&amp;gt;&lt;br /&gt;
Greece - Blue, G&amp;lt;br&amp;gt;&lt;br /&gt;
Austria-Hungary - Crimson, A&amp;lt;br&amp;gt;&lt;br /&gt;
Serbia - Charcoal, S&amp;lt;br&amp;gt;&lt;br /&gt;
Romania - Yellow, R&amp;lt;br&amp;gt;&lt;br /&gt;
Bulgaria, Teal, B&amp;lt;br&amp;gt;&lt;br /&gt;
The Ottoman Empire, T&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Variant Rules====&lt;br /&gt;
&lt;br /&gt;
Balkans1860 Variant Rules, Revision 1.  Homepage: http://nairenvorbeck.angelfire.com/ &lt;br /&gt;
&lt;br /&gt;
The Balkans 1860 variant is a historical transplant of Hasbro/Avalon Hill's Diplomacy to the Balkans region, (almost) historically accurate to the year 1860.  The Balkans 1860 Variant conforms to the standard rules of Hasbro/Avalon Hill's Diplomacy in most every way, with the few exceptions listed below.  The standard rules are NOT copied here, and all players of the Balkans 1860 Variant are assumed to own or expected to purchase the Rules of Diplomacy (or better yet, the full game) through Hasbro/AH, as I did.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
Turns move from Spring to Fall just like standard Diplomacy, and the first turn is Spring 1860.  Abbreviations are often not at all what you might expect them to be because of the significant number of provinces that share the same first three letters (i.e. Tirana/Tiraspol, Burgas/Burgas Bay, Salonika/Salzburg)  Be sure to check the names feature on Realpolitik.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
Palermo and Catanzaro are land contiguous, as are Bursa and Salonika, though they appear separated by water on the map.  Both Armies and Fleets may cross from one of these territories directly to the other.  Movement by fleets through the surrounding sea zones is unaffected.  The &amp;quot;bridges&amp;quot; on the map indicate this movement.  Istanbul is one single territory that lies on both sides of the Sea of Marmara.  An army in Istanbul may move to Bursa, Edirne, and Salonika.  A Fleet in Istanbul may move to Black Sea, Bosporus, Bursa, Edirne, Salonika, and the Sea of Marmara.  Athens is a territory with a canal in it, the Corinth canal.  It is not bi-coastal.  The closest comparison to Standard is Kiel.  Fleets and armies may move through Athens in any direction, but must stop in the territory of Athens.  (i.e. F Gulf of Taranto to Saronic Gulf is *not* a valid order).&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
All other rules conform to Standard Diplomacy.  19 SCs = solo victory.  &lt;br /&gt;
&lt;br /&gt;
====Commentary====&lt;br /&gt;
&lt;br /&gt;
For those that have longed for an Austria position that isn’t burdened by 20-1 against odds, dreamed of leading the Greek rebellion against Ottoman domination, or yearned to try their hand as Garibaldi leading the Italian unification, the long-awaited hour is at hand.  In Balkans1860, I invite the  &lt;br /&gt;
seasoned marshals of the WWI map to try their hand at changing the course of history and stabilizing the Balkans before WWI unfolds.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
Balkans 1860 is a historical snapshot variant of southeastern Europe, roughly as it appeared in 1860.  There are a few slight anomalies from any exact period in history, but then again, most such variants do have a few of these for the sake of gameplay, and this one is no exception.  The map actually represents a 10 year spread between 1860 to 1870.  I will spare you the laborious task of reading them all here; suffice it to say, I have done my best to reflect history accurately while creating a balanced and playable variant.  The map, rules, Realpolitik files, and all other documentation needed to play can be found at http://nairenvorbeck.angelfire.com.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whch brings us to an overview of the belligerents…&lt;br /&gt;
&lt;br /&gt;
*Italy*&lt;br /&gt;
&lt;br /&gt;
The snapshot of Italy in this variant is intended to capture the spirit of its formative stage, as Giuseppe Garibaldi led armies through the peninsula, occasionally restrained by the political considerations and edicts from Torino.  Accordingly, Torino, Firenze, and Napoli are the starting Italian SCs, while the key centers of Roma, Venezia, and Palermo are vacant SCs, representing key hold outs that were not yet integrated into the Italian  &lt;br /&gt;
state (refer to the disclaimer above regarding the start year of the variant)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While they possess a beautiful edge position on this map (negating the historical influence of France and Spain), Italy nonetheless faces significant early threats from Austria-Hungary, Greece, and possibly Serbia in this variant.  By design, both Austria-Hungary and Greece have the potential to contest Italy for SCs within their sphere of influence - Venezia and Palermo, respectively.  Greece can even choose to force their way into Palermo in the first year if sufficient forces are dedicated to the effort, and Austria-Hungary can often seize superior positioning in the second year against Venezia if F Trieste moves out to the Gulf of Venezia. So Italian players must  &lt;br /&gt;
typically chose to negotiate a settlement on one of these fronts, and focus their attacks on the other - all the while maintaining a defense at home, as their peninsula is particularly vulnerable to invasion by convoys.  An alliance of both Greece and Austria-Hungary to partition Italy is a particularly lethal combination, and sends the Italian scurrying over to the Serbian embassy for assistance.&amp;lt;br&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
*Austria-Hungary*&lt;br /&gt;
&lt;br /&gt;
In Balkans1860, Austria-Hungary is no longer the underdog position players loathe to play.  Here, AH is a contender from the start, although they retain vulnerabilities on several fronts that Standard Diplomacy players will find familiar.  AH's attentions in the first two game years are typically directed towards Italy and Serbia, her closest neighbours.  Both have the potential of reaching AH home SCs in the first year, and an alliance of the two can lead to an early elimination for the AH player.  Careful diplomacy is needed to ensure that never comes to pass.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Should the AH player navigate those stormy seas, they often find a Romanian ready to kick in their door from the east by the second or third year.  But take heart - AH has ample growth opportunities, as Agram can be guaranteed against all but the most coordinated Italian/Serbian attacks, and Salzburg is also likely to fall under their sway.  In rare circumstances, Kolosvar or Venezia can be captured, but such open aggression is not often rewarded, and such gains come at the expense of a defensible core position.  Far better for AH to negotiate a stable alliance with one or two of Italy, Serbia, and Romania and focus their growth in that direction.  Of all positions in Balkans1860, AH rewards the alliance player.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Serbia*  &lt;br /&gt;
&lt;br /&gt;
Serbia is reminiscent of Austria-Hungary in Standard Diplomacy in that they are &lt;br /&gt;
vulnerable on almost all fronts, but begin the game in a veritable minefield of SCs as compensation.  With sufficient negotiation, a three SC gain in the first year is not uncommon, but does require the Serb to tip his hand against either the Italians or the Greeks to find a new haven for F Cetinje.  It is also not uncommon for the Serbs to come into direct contact with every player on the map in the first year, excluding only the Ottomans and maybe Italy, though in the latter case the two surely have much to discuss in negotiations.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
Accordingly, the Serbs typically opt to expand slowly in all directions (Sarajevo to the west and Bitola or Tirana in the south) as they gauge the intentions of their rivals.  Often, using F Cetinje to support a potential ally yields a higher payoff over the long term than a direct assault on Agram or Tirana - as it is usually not in the Serbs' best interests to see any one power dominate the seas.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
*Greece*&lt;br /&gt;
&lt;br /&gt;
Greece, like Italy, is displayed in its formative stages in Balkans1860.  Here we see the rebellion of Kalamata, after it has spread north to Athens and Larisa.  The Greek player is then faced with a choice to continue down the historical path and seize Salonika and Heraklion from the Ottoman domains, or perhaps turn west instead and claim Palermo as the start of an Italian invasion.  North is also an option, and rich spoils await at Serb or  &lt;br /&gt;
Bulgarian expense, though I would counsel against neglecting both the Ottomans and the Italians for very long.  Of all the positions, Greece is the most likely to find her fortunes at sea, and should consider building a heavy concentration of fleets accordingly.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some special attention should be paid to the territory of Athens.  It functions very similar to Kiel in Standard, in that I have included the Corinth Canal in this variant (somewhat anachronistically by about 30 years).  For example, this means that a fleet could sequentially move from the Saronic Gulf to Athens to the Gulf of Taranto, and an army could likewise move from Agrinio to Athens to Patrai.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Romania*  &lt;br /&gt;
&lt;br /&gt;
Now, we turn our attentions to Romania, another edge position powerhouse of the variant.  Romania is alone on the map insofar as *none* of their potential gains in the first year can truly be guaranteed.  That said, at the very least, Kolosvar usually falls under their sway in the first year, and Sevastopol is not uncommon either.  From a strategic perspective, Romania is one of the three players involved in the Black Sea fight, and is typically the player most interested in dominating that region, as two of their home SCs lie along the coast.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
This leads a Romanian player into an alliance with either the  &lt;br /&gt;
Ottomans or Bulgaria against the third party (and fervent efforts to ensure that they are not the third party.)  Meanwhile, the majority of their spoils are to be found overland, and all three of AH, Serbia, and Bulgaria are valid targets, though Serbia is often spared due to Romanian fears of becoming sandwiched between AH and Bulgarian holdings.&amp;lt;br&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
*Bulgaria*&lt;br /&gt;
&lt;br /&gt;
Speaking of Bulgaria, we arrive at the most diplomatically intensive position on the map.  It is imperative for Bulgaria to form an early alliance and overpower either Romania or the Ottomans as they attempt to fight their way to a corner position on the map.  Early wars with Serbia or Greece are highly unadvisable, though some squabbling over borders with both is almost inevitable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A Serb/Bulgarian/Greek triple is a potent alliance combination, similar to the Central Powers pact in Standard.  A wise Bulgarian player would be careful not to reveal those intentions early however, as that would almost certainly prompt an Ottoman/Romanian counteralliance that can be fatal.  Despite their vulnerabilities, the Bulgarians have rich prospects available both to the north and south if they are capable of forging the right alliances needed to exploit their enemies.  &lt;br /&gt;
 &lt;br /&gt;
*Ottoman Empire*&lt;br /&gt;
&lt;br /&gt;
The Ottoman Empire shares a similar situation with Turkey in Standard.  The Ottomans enjoy a very secure corner position, but extremely limited early  &lt;br /&gt;
growth opportunities.  Salonika is the only reasonably guaranteed gain, though it is advisable to occupy with A Ankara if possible to retain options against either Bulgaria or Greece.  Heraklion is a tempting target, but cannot be forcibly taken from the Greeks if both F Kal and F Ath are dedicated to the task.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Viable alliance options are available with both Greece and Bulgaria, and to an extent Romania as well, though this route is usually an act of desperation against Greek/Bulgarian attack.  Achieving dominance in the Black Sea is desirable, though it can be just as effective to play off Bulgaria and Romania against one another indefinitely while rebuilding the Ottoman Mediterranean empire.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
So I hope that this brief overview has whetted some appetites for a game, and that you enjoy the experience.  If interested in playing or running a game of Balkans1860, please contact me at Screwtape777 AT gmail DOT com.  &lt;br /&gt;
&lt;br /&gt;
Thanks!&lt;br /&gt;
B. &lt;br /&gt;
&lt;br /&gt;
Benjamin Hester is the Diplomacy Variant Workshop (DVWorkshop-subscribe@yahoogroups.com)  &lt;br /&gt;
list owner, and designer of the Sengoku, South American Supremacy, Dark Ages,  &lt;br /&gt;
and Balkans1860 variants.&lt;br /&gt;
&lt;br /&gt;
[[Image:Balkans1860Rev1Names.gif|center|850px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Variant]]&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=File:Balkans1860Rev1Names.gif&amp;diff=1454</id>
		<title>File:Balkans1860Rev1Names.gif</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=File:Balkans1860Rev1Names.gif&amp;diff=1454"/>
		<updated>2009-12-18T16:04:25Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: Starting Position for Balkans 1860, Revision 1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Starting Position for Balkans 1860, Revision 1&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=0_to_D_Variant_Names&amp;diff=1453</id>
		<title>0 to D Variant Names</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=0_to_D_Variant_Names&amp;diff=1453"/>
		<updated>2009-12-18T16:02:04Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[1600]]&lt;br /&gt;
* [[1648]]&lt;br /&gt;
* [[1720]]&lt;br /&gt;
* [[1847]]&lt;br /&gt;
* [[1885]]&lt;br /&gt;
* [[1898]]&lt;br /&gt;
* [[1900]]&lt;br /&gt;
* [[1913]]&lt;br /&gt;
* [[1926]]&lt;br /&gt;
* [[1939]]&lt;br /&gt;
* 1939.Blitzkrieg, see: [[Blitzkrieg]]&lt;br /&gt;
* [[30JK Diplomacy]] (30 years war)&lt;br /&gt;
* [[7 Island]]&lt;br /&gt;
* [[Aberration]] &lt;br /&gt;
* [[Abstraction2]]&lt;br /&gt;
* [[Aegean]]&lt;br /&gt;
* [[African Diplomacy]] (I and II)&lt;br /&gt;
* [[African Riots]]&lt;br /&gt;
* [[Ambition and Empire]]&lt;br /&gt;
* Americas, see: [[War in the Americas]] &lt;br /&gt;
* [[Anarchy]]&lt;br /&gt;
* [[Ancient Mediterranean]]&lt;br /&gt;
* [[Ancient World]]&lt;br /&gt;
* [[Aotearoa]]&lt;br /&gt;
* [[Arctic]]&lt;br /&gt;
* [[Arab]]&lt;br /&gt;
* [[Asia]]&lt;br /&gt;
* [[Babylon 5]]&lt;br /&gt;
* [[Balkan]]&lt;br /&gt;
* [[Balkans1860]]&lt;br /&gt;
* [[Balkan War]]&lt;br /&gt;
* [[Baltic]]&lt;br /&gt;
* [[Black Hole]] (3 variations)&lt;br /&gt;
* [[Blitzkrieg]]&lt;br /&gt;
* [[Britain]]&lt;br /&gt;
* [[Canton 3]]&lt;br /&gt;
* [[Catspaw]]&lt;br /&gt;
* [[Chaos]]&lt;br /&gt;
* [[ChessDip]]&lt;br /&gt;
* [[Chicago]]&lt;br /&gt;
* [[Chromatic]]&lt;br /&gt;
* [[CivDip|Civilization Diplomacy]]&lt;br /&gt;
* [[Classical]]&lt;br /&gt;
* [[Cold War]]&lt;br /&gt;
* [[Colonia VIIb]]&lt;br /&gt;
* [[Colonial]]&lt;br /&gt;
* [[Confederate]]&lt;br /&gt;
* [[Congress of Vienna]]&lt;br /&gt;
* [[Conquest Of The Americas]]&lt;br /&gt;
* [[Crisis]]&lt;br /&gt;
* [[Crowded]]&lt;br /&gt;
* [[Crusades]]&lt;br /&gt;
* [[Crystal Ball]]&lt;br /&gt;
* [[Dark Ages]]&lt;br /&gt;
* [[Deluge]]&lt;br /&gt;
* [[Deutsches Reich 1871]]&lt;br /&gt;
* [[Diplomyddiaeth Gymreig]]&lt;br /&gt;
* [[Diplowinn]]&lt;br /&gt;
* [[Double Diplomacy]]&lt;br /&gt;
* [[Duo]]&lt;br /&gt;
&lt;br /&gt;
'''Other Variants:'''&lt;br /&gt;
* [[Build Variations]]&lt;br /&gt;
* [[E to L Variant Names]]&lt;br /&gt;
* [[M to S Variant Names]]&lt;br /&gt;
* [[T to Z Variant Names]]&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=South_American_Supremacy&amp;diff=1244</id>
		<title>South American Supremacy</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=South_American_Supremacy&amp;diff=1244"/>
		<updated>2009-05-29T16:58:26Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: New page: South American Supremacy Variant Rules, Version 1.0.  &amp;lt;br&amp;gt; See the homepage below for current RP files &amp;lt;br&amp;gt; [http://nairenvorbeck.angelfire.com/ Homepage:]    [[Image:SASStart1.gif|center|...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;South American Supremacy Variant Rules, Version 1.0.  &amp;lt;br&amp;gt;&lt;br /&gt;
See the homepage below for current RP files &amp;lt;br&amp;gt;&lt;br /&gt;
[http://nairenvorbeck.angelfire.com/ Homepage:]  &lt;br /&gt;
&lt;br /&gt;
[[Image:SASStart1.gif|center|850px]]&lt;br /&gt;
&lt;br /&gt;
=== Variant Description: ===&lt;br /&gt;
&lt;br /&gt;
South American Supremacy&lt;br /&gt;
&lt;br /&gt;
by Benjamin Hester / Converted for Realpolitik by Ben Hines&lt;br /&gt;
&lt;br /&gt;
1. The Starting Year is 1835, though the map represents no&lt;br /&gt;
exact period in time.  Rather, the map and the variant as a&lt;br /&gt;
whole are a composite of 19th century South America.&lt;br /&gt;
&lt;br /&gt;
2. Starting Positions:  &lt;br /&gt;
&lt;br /&gt;
Chile: F Val, A San&lt;br /&gt;
Argentina: F BAs, A Cor, A Sal&lt;br /&gt;
Brasil: F SaP, A Rio, F Slv, A Man&lt;br /&gt;
Bolivia: F Ant, A LaP&lt;br /&gt;
Colombia: F Cal, F Car, A Bog&lt;br /&gt;
Paraguay: A Asu, A Con&lt;br /&gt;
Peru: F Lim, A Tru&lt;br /&gt;
Venezuela: F Mar, A Ccs.&lt;br /&gt;
&lt;br /&gt;
3. The Andes Mountains: Indicated by a darkened border,&lt;br /&gt;
separating the western ridge of the continent from the&lt;br /&gt;
interior.  Units may not cross the Andes Mountains (like&lt;br /&gt;
Switzerland) except at &amp;quot;passes,&amp;quot; marked on the map by two&lt;br /&gt;
small parallel lines with a normal border between them. &lt;br /&gt;
The Andes Mountains form the border between Cali and&lt;br /&gt;
Popayan, and stretch all the way south to separate Punta&lt;br /&gt;
Arenas from Patagonia.&lt;br /&gt;
&lt;br /&gt;
4. Punta Arenas/Tierra Del Fuego: &lt;br /&gt;
&lt;br /&gt;
An army or a fleet may enter either of these territories,&lt;br /&gt;
OR a fleet may pass directly from the Golfo de San Jorge to&lt;br /&gt;
the South Pacific Ocean.  &lt;br /&gt;
&lt;br /&gt;
Adjacencies in the region are as follows:&lt;br /&gt;
&lt;br /&gt;
GSJ borders TdF, Pat, ScS, Mal, and SPO via Magellan.  (NOT&lt;br /&gt;
PAs)&lt;br /&gt;
TdF borders PAs, GSJ, Pat, ScS, SPO. &lt;br /&gt;
PAs borders TdF, SPO, and Ara.  (NOT Pat, because of the&lt;br /&gt;
Andes, and NOT GSJ)&lt;br /&gt;
SPO borders PAs, Ara, San, Val, Jua, GdG, ScS, TdF, and GSJ &lt;br /&gt;
&lt;br /&gt;
5. Rivers: Very simple.  The Amazon and Parana rivers are&lt;br /&gt;
navigable by fleets.  They are NOT separate bodies of water&lt;br /&gt;
themselves.  This means that fleets can move up and along&lt;br /&gt;
these river borders just like fleets on coastlines can. &lt;br /&gt;
For example, a fleet could on subsequent turns move from&lt;br /&gt;
RdP to BAs to SaF to Crt to Asu to Mis to Prn, etc. etc. &lt;br /&gt;
No special order format is needed.  Support operates as&lt;br /&gt;
normal, though it should be noted that fleets CANNOT&lt;br /&gt;
support actions involving inland territories while on a&lt;br /&gt;
river.  Just as a Fleet in Belgium could not support an&lt;br /&gt;
Army Burgundy into Ruhr, neither could a Fleet Santa Fe&lt;br /&gt;
support an Army Cordoba into Rosario.  Also, fleets may not&lt;br /&gt;
convoy while on a river (just like fleets on a coastal&lt;br /&gt;
territory may not convoy in standard.)&lt;br /&gt;
&lt;br /&gt;
6. British, French, and Dutch Guyana: European controlled&lt;br /&gt;
territories that are impassable like Switzerland.  &lt;br /&gt;
&lt;br /&gt;
7. Victory conditions, turn movement, and all other aspects&lt;br /&gt;
of SAS conform to Standard in every way.&lt;br /&gt;
&lt;br /&gt;
The rules to Diplomacy are copyright 1999, Hasbro, Inc.  &lt;br /&gt;
&lt;br /&gt;
See the board game for more information on how to play&lt;br /&gt;
Diplomacy.&lt;br /&gt;
&lt;br /&gt;
[[Image:RuffSAS.gif|thumb|450px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Variant]]&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=File:SASStart1.gif&amp;diff=1243</id>
		<title>File:SASStart1.gif</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=File:SASStart1.gif&amp;diff=1243"/>
		<updated>2009-05-29T16:52:20Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: South American Supremacy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;South American Supremacy&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=File:RuffSAS.gif&amp;diff=1242</id>
		<title>File:RuffSAS.gif</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=File:RuffSAS.gif&amp;diff=1242"/>
		<updated>2009-05-29T16:52:02Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: South American Supremacy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;South American Supremacy&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Sengoku&amp;diff=1241</id>
		<title>Sengoku</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Sengoku&amp;diff=1241"/>
		<updated>2009-05-28T21:24:16Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sengoku Jidai Variant Rules, Version 5.0.  &amp;lt;br&amp;gt;&lt;br /&gt;
[http://nairenvorbeck.angelfire.com/ Homepage:]  &lt;br /&gt;
&lt;br /&gt;
[[Image:SengokuRev5.PNG|center|850px]]&lt;br /&gt;
&lt;br /&gt;
=== Variant Description: ===&lt;br /&gt;
&lt;br /&gt;
The Sengoku Jidai Variant is a historical transplant of Hasbro/Avalon Hill's Diplomacy to medieval Japan.  The Sengoku Jidai Variant conforms to the standard rules of Hasbro/Avalon Hill's Diplomacy in most every way, with the few exceptions listed below.  The standard rules are NOT copied here, and all players of the Sengoku Jidai Variant are assumed to own or expected to purchase the Rules of Diplomacy (or better yet, the full game) through Hasbro/AH, as I did.  &lt;br /&gt;
&lt;br /&gt;
Turns move from Spring to Fall just like standard Diplomacy, and the first turn is Spring 1570.  Abbreviations are often not at all what you might expect them to be because of the significant number of provinces that share the same first three letters (i.e. Echigo, Echizen, Shimosa, Shimotsuke, Izumo, Izu, Yamashiro, Yamato, and all those that share their name with a body of water e.g. Totomi, Totomi Sea, Tosa, Tosa Bay etc. etc.)  Be sure to check the names feature on Realpolitik.  &lt;br /&gt;
&lt;br /&gt;
Units may be built on any vacant supply center that you have held for a fall.  (i.e. all SCs controlled by players are considered their &amp;quot;home supply centers&amp;quot; for the purpose of building units - Chaos Builds.)  Bitchu and Sanuki are considered land contiguous, as are Nagato and Chikuzen, and Iyo and Bungo, though they appear separated by water on the map.  Both Armies and Fleets may cross from one of these territories directly to the other.  Movement by fleets through the surrounding sea zones is unaffected.  The three dark borders indicate these &amp;quot;bridges&amp;quot; on the map.  &lt;br /&gt;
&lt;br /&gt;
In addition to the 8 players of this variant, there are neutral territories, represented by White on the map.  Each neutral territory is occupied by a neutral army that never does anything but hold.  These armies may be supported by other players. They are disbanded immediately if dislodged, but rebuilt at the end of the year if the territory is not occupied.  Treat neutral units like armies in Civil Disorder.  Once occupied, the territory becomes a standard SC, and never reverts to a neutral again.  &lt;br /&gt;
&lt;br /&gt;
Victory is declared when one Daimyo has control of 15 SCs, or all other players concede defeat.   If the players agree to a draw, the GM chooses a winner (Shogun).  The criteria for this determination are as follows, in order of precedence: the player with the most SCs at the time the draw is agreed to, the player with the highest average count of SCs per year, or at the GM's sole discretion if there is no clear leader per the previous two conditions.  There can only be one Shogun.  Have fun and welcome to 16th Century Japan!&lt;br /&gt;
&lt;br /&gt;
=== Commentary: ===&lt;br /&gt;
&lt;br /&gt;
* Shimazu Yoshihia &lt;br /&gt;
&lt;br /&gt;
One of the most ancient and well-established families among the daimyo of the Sengoku Jidai.  Benefits from a defensible corner position on the map, but can be slow to develop.  Conquest of the neutrals in Bungo (Otomo Sorin) and Hizen (Ryuzoji Takanobu) is a common objective.  A full attack on Hizen by Mori coupled with Chosokabe support of neutral Bungo (Otomo Sorin) spells disaster for the Shimazu.&lt;br /&gt;
&lt;br /&gt;
* Mori Motonari &lt;br /&gt;
&lt;br /&gt;
An upstart daimyo, formerly a retainer to his slain master of the Ouchi family.  Inherited his former master's holdings and developed them to become the strongest opponent of Nobunaga's successor, Toyotomi Hideyoshi.  Must avoid cooperation between Shimazu and Asakura at all costs.  Surrounded by neutrals, Mori does better to support some of them as buffers, rather than picking them off.  Vulnerable to attack by Shimazu and Asakura, and to a lesser extent, Chosokabe.  &lt;br /&gt;
&lt;br /&gt;
* Chosokabe Motochika &lt;br /&gt;
&lt;br /&gt;
Dominant on his home island of Shikoku, Chosokabe struggles to build influence on Honshu or Kyushu.  Development of ground forces is a top priority.  Benefits most from either the destruction of Shimazu, or a solid alliance with him, although the division of Mori spoils often tends to favor Shimazu.  Tensions over the vulnerable Suo Sea and wealthy Bingo should not preclude cooperation with Mori.&lt;br /&gt;
&lt;br /&gt;
* Asakura Yoshikage &lt;br /&gt;
&lt;br /&gt;
Surrounded by neutral armies and resource-poor lands, Asakura must choose early to move decisively either north or south along the coast of Honshu.  Splitting attentions between Mori and Uesugi leads to an early downfall.  Alliance with Oda is common, but more often, the two simply agree to leave one another alone rather than coordinate attacks.  Uesugi can pose a serious challenge if Takeda allows him to grow unchecked.  Takeda proves to be a worthy ally, especially in an alliance against Uesugi or Oda.&lt;br /&gt;
&lt;br /&gt;
* Oda Nobunaga &lt;br /&gt;
&lt;br /&gt;
The first of the three great unifiers of Japan, Oda Nobunaga rose from humble beginnings in the resource-poor province of Owari to dominate the heartland of Honshu.  He was the daimyo that unseated the Ashikaga Emperor in Kyoto, Yamashiro province.  Like Asakura, Oda must move decisively in one direction early in the game to succeed, while using diplomacy to secure the other front.  A negotiated peace with Asakura, Takeda, or Hojo usually determines the focus of Oda's attacks.  &lt;br /&gt;
&lt;br /&gt;
* Takeda Shingen &lt;br /&gt;
&lt;br /&gt;
Perhaps the most beloved and famous of the Sengoku daimyo, Takeda Shingen led the famed mounted samurai of Kai, whose superior tactics were dominant for many years over infantry wielding the European arquebus.  The frequent opponent of Uesugi, Hojo, and Oda historically, Takeda's hopes for victory lie in early aggression to restrain Uesugi and/or Hojo from claiming their otherwise easy builds.  An early spoiler attack from Takeda will crush the hopes of the other northern powers.  &lt;br /&gt;
&lt;br /&gt;
* Uesugi Kenshin &lt;br /&gt;
&lt;br /&gt;
Historically, the downfall of Uesugi was that his strength was spent on the battlefields of Kawanakajima (North Shinano) rather than focused on the shogunate.  His many battles with Takeda were the undoing of both great daimyo, and so it is in this game.  A negotiated settlement with Takeda is priceless, albeit difficult to achieve.  Cooperation with Hojo yields significant benefit, although the two powers can do little to aid each other initially - excepting at the expense of the neutral Satomi in Musashi province.&lt;br /&gt;
&lt;br /&gt;
* Hojo Ujiyasu &lt;br /&gt;
&lt;br /&gt;
One of the last daimyo to fall before the mighty army of Toyotomi Hideyoshi, Oda Nobunaga's successor.  If left uncontested, the Hojo will quickly rise to dominate the Kanto region of Japan.  The potential for rapid initial gains can be easily negated by Takeda aggression however, and Oda poses a serious obstacle to southern conquests.  If trust can be built, alliance with Takeda is potentially the most profitable.&lt;br /&gt;
&lt;br /&gt;
[[Image:SengokuRev5Base.PNG|thumb|450px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Variant]]&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Dark_Ages&amp;diff=1240</id>
		<title>Dark Ages</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Dark_Ages&amp;diff=1240"/>
		<updated>2009-05-28T21:23:28Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Variant Created by:  Benjamin Hester&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://nairenvorbeck.angelfire.com/ Homepage:]  &lt;br /&gt;
&lt;br /&gt;
[[Image:DarkAgesV3Display.PNG|center|850px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Variant Description: ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:DarkAgesV3Display.PNG|thumb|450px]]&lt;br /&gt;
&lt;br /&gt;
====Starting Positions====&lt;br /&gt;
&lt;br /&gt;
The Gaels - Forest Green, G (in Ireland)&amp;lt;br&amp;gt;&lt;br /&gt;
The Scots - Blue, C (in Scotland)&amp;lt;br&amp;gt;&lt;br /&gt;
The Bretons - Crimson, B (in Wales)&amp;lt;br&amp;gt;&lt;br /&gt;
The AngloSaxons - Olive, A (in southern England)&amp;lt;br&amp;gt;&lt;br /&gt;
The Danes - Orange, D (in Denmark)&amp;lt;br&amp;gt;&lt;br /&gt;
The Norse - Charcoal, N (in Norway)&amp;lt;br&amp;gt;&lt;br /&gt;
The Swedes - Teal, S (in Sweden)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Variant Rules====&lt;br /&gt;
&lt;br /&gt;
Dark Ages Variant Rules, Version 3.  Homepage: http://nairenvorbeck.angelfire.com/ &lt;br /&gt;
&lt;br /&gt;
The Dark Ages Variant is a historical transplant of Hasbro/Avalon Hill's Diplomacy game to the North Sea region in 825 AD.  &lt;br /&gt;
&lt;br /&gt;
The Dark Ages variant conforms to the standard rules of Hasbro/Avalon Hill's Diplomacy in most every way, with the few exceptions listed below.  The standard rules are NOT copied here, and all players of the Dark Ages Variant are assumed to own or expected to purchase the Rules of Diplomacy (or better yet, the full game) through Hasbro/AH, as I did.  &lt;br /&gt;
&lt;br /&gt;
Turns move from Spring to Fall just like standard Diplomacy, and the first turn is Spring 825 AD.  Players take control of one of the seven major nations in the North Sea area, the Gaels, Scots, Britons, Anglo-Saxons, Danes, Norse, or Swedes.  &lt;br /&gt;
&lt;br /&gt;
Please check the names feature of Realpolitik for accepted abbreviations of territory names.  &lt;br /&gt;
&lt;br /&gt;
Special territories:&lt;br /&gt;
&lt;br /&gt;
* Somerset, Ribe, Jelling, and Saxony, and Lappland are bi-coastal territories, similar to Spain or Bulgaria in Standard.  &lt;br /&gt;
&lt;br /&gt;
* The island of Roskilde is similar to Constantinople in Standard in most respects.  Armies and Fleets may move directly from Jelling, to Roskilde, to Skane, and vice versa.  Unlike Constantinople though, Fleets MAY move directly from Kattegat to Bay of Pomerania (and vice versa) - they may move around Roskilde.  A fleet in Roskilde may NOT convoy.&lt;br /&gt;
&lt;br /&gt;
* Zetland is a single land SC depicted on the map as an island group.  Everything inside the small blue circle is a single space, i.e. the four small islands and the small amount of water around them are all one space (similar to Cebu in Colonial).  Zetland is bordered at sea by Scapa Flow, Norwegian Sea, Rogaland Coast, and Moray Firth.  It is not adjacent by land to any other territory, though Zetland may be occupied by an army (via convoy) or by a fleet.  &lt;br /&gt;
      &lt;br /&gt;
*There are 38 total SCs on the map.  Solo victory is declared when one nation has control of 20 SCs (simple majority).  Have fun and happy raiding!&lt;br /&gt;
&lt;br /&gt;
====Commentary====&lt;br /&gt;
&lt;br /&gt;
The Dark Ages variant was released in late 2007 as part of my relentless quest to become the most prolific variant designer around.  (I only have three others completed, so I’m sure I have a ways to go before I can claim that title.)  Since that time, the variant has undergone three playtests (in ACD and DC) and three revisions.&lt;br /&gt;
&lt;br /&gt;
Dark Ages is a simple map translation variant – meaning none of the core rules of Diplomacy have changed at all, only the map and the roles that the players assume.  Which, in the case of Dark Ages, are the Gaels, Scots, Bretons, Anglo-Saxons, Danes, Norse, and Swedes, roughly as they were in the year of our Lord, 825.  Some concessions to gameplay at the expense of historical accuracy have been made, but these have been limited to the greatest extent possible.  The layout of the North Sea region lends itself readily to the intent of the variant – to emphasize naval action and fill the map with opportunities for convoys.  This is the age of Viking and Germanic invasions by sea, and the variant is designed to capture that spirit.&lt;br /&gt;
&lt;br /&gt;
The next section of this article will provide the first-time player of Dark Ages (which encompasses 99.9+% of the human race) with a brief overview of the variant and its opening strategies.   &lt;br /&gt;
&lt;br /&gt;
* The Gaels -&lt;br /&gt;
&lt;br /&gt;
The Gaelic position is most similar to Britain in Standard.  The Gaels begin fairly secure in their island home that we know today as Ireland.  While they enjoy considerable defensive advantages, their early opportunities for expansion are somewhat less than their immediate neighbours.&lt;br /&gt;
&lt;br /&gt;
Strathclyde, Cornwall, and Brittany are their most likely targets for growth in the first year, plus the guarantee in Munster.  The Gaels priorities for negotiations are fairly straightforward – form a strong bond with either the Scots or Bretons early, keeping options with the Anglo-Saxons open.  Avoid the formation of a Scot/Breton alliance at all costs – the Anglo-Saxons are unlikely to be able to save the Gaels in that situation, especially if they are distracted by the Danes.&lt;br /&gt;
  &lt;br /&gt;
* The Scots –&lt;br /&gt;
&lt;br /&gt;
The Scottish position is most similar to Germany in Standard.  The Scots begin the game poised for rapid expansion, but will have to make concessions to their neighbors in order to secure their vulnerabilities on three fronts.  Early occupation of key sea zones may carry a short-term cost in SCs, but will pay off as a deterrent to invasion from Scandinavia, and provide opportunities to gain diplomatic capital by offering support to Norse or Danish forces.  Alliances with the Gaels, Bretons, or Anglo-Saxons are all strong options in the early game, though the Scot player in particular must keep a nervous eye turned east as events unfold in Scandinavia.  Events in the British Isles and Scandinavia tend to resolve themselves independent of one another in the first 2-3 years, but after that, attacks across the North Sea become more common.  The Scots would do well to be the first one to occupy the strategically invaluable North Sea and Zetland Islands accordingly.   &lt;br /&gt;
&lt;br /&gt;
* The Bretons –&lt;br /&gt;
&lt;br /&gt;
The Breton position is most similar to Austria in Standard.  The Bretons have a tight group of home SCs that are all interconnected, and their position lies in a veritable minefield of SCs.  Just beyond that perimeter however, lie Gaels, Scots, and Anglo-Saxons – all three potential strong allies or formidable enemies.  The Bretons must tread carefully – peace on one, preferably two, fronts is a must.  To that end, SCs such as Deira and Strathclyde must be weighed carefully – are they more valuable in Breton hands, or traded away for friendship with a neighbor?  An opening stab to Hwicce that threatens Hamptonshire can damage Anglo-Saxon growth tremendously – but are you *sure* that the Gaels will stay by your side?  Of all positions in Dark Ages, the Bretons offer the most reward for well-timed stabs.&lt;br /&gt;
&lt;br /&gt;
* The Anglo-Saxons –&lt;br /&gt;
&lt;br /&gt;
The Anglo-Saxon position is most similar to France in Standard.  Peaceful neutral expansion is readily available, and first year growth of 2 SCs can be attained without violating neutrality – but not without opening up vulnerabilities in your home SCs.  &lt;br /&gt;
Breton invasion of Hwicce and Middle Anglia are significant threats in the first and second years – if their attacks are coordinated with the Gaels or Danes these threats have the potential for early Anglo-Saxon elimination.  Gaelic convoys into Brittany or Cornwall can potentially rob the Anglo-Saxons of continental gains, or coordinate with Breton attacks on Hamptonshire.  Although potentially dangerous, Breton/Scot alliances are usually directed more at the Gaels than the Anglo-Saxons, and should be encouraged.  Breton/Gaelic alliances should be disrupted at all costs.  Finally, despite the threat they pose, the Bretons can also be extremely valuable as an ally against either the Gaels or the Scots – or both.  &lt;br /&gt;
&lt;br /&gt;
* The Danes –&lt;br /&gt;
&lt;br /&gt;
The Danish position does not have much similarity to any position in Standard – perhaps Italy, but even that is something of a stretch.  The Danes are unquestionably a naval power with considerable prospects in both directions on the European coast, as well as at the expense of their neighbors in Scandinavia.&lt;br /&gt;
The Danes form one point of the “Scandinavian Triangle” of the Norse, Swedes, and Danes.  Typically, two of these will ally against the third, and barring significant involvement from the west, that third power will be eliminated early.  It is very much in the Scots and Anglo-Saxons interests to prevent this from happening however, and it is not at all uncommon for a Scot or Anglo-Saxon fleet in the North Sea to prop up Danish or Norse defenses to that end.&lt;br /&gt;
&lt;br /&gt;
* The Norse – &lt;br /&gt;
&lt;br /&gt;
The Norse position also bears little similarity to any position in Standard – Turkey is the closest match, but that is mostly due to their relationship with the Swedes.  The Norse have a simple choice of alliance with the Danes or Swedes, while remaining vigiliant against Scottish fleets heading east.  This choice also entails whether the Norse will be primarily a naval power (as is the case in most alliances with the Swedes) or if they will fight on land for dominance of Scandinavia (which is the direction most alliances with the Danes lead to.)  The Norse are the second point of the Scandinavian Triangle.  Of the three, they are the most vulnerable to attack from the west, typically by Scots that got off to a good start.  To that end, they usually have the most interest in a rapid resolution of events in the Scandinavian Triangle, which allows them to take the initiative against the powers of the British Isles.&lt;br /&gt;
&lt;br /&gt;
* And finally, the Swedes –&lt;br /&gt;
&lt;br /&gt;
The Swedes are the third point of the Scandinavian Triangle.  Their position bears many similarities to Russia in Standard, most notably in bi-coastal Lappland.  They have ample early opportunities for expansion, though most of them will be contested by the Danes or Norse.  Tension runs particularly high in Varmland and Skane, and a wise Swede will guard these territories jealously due to their tactical value.  The Swedish rear guard is very secure from attack, however, an alliance of Norse and Danes can launch a devastating pincer attack that can quickly reduce the Swedes.  The Swedes stand to gain the most from western involvement in Scandinavian affairs in the long term, despite the inability of those powers to directly aid Swedish defenses against an attack by the Norse and Danes.  The Swedes must focus more than any other power on the control of territory with tactical value rather than simply gaining SCs.&lt;br /&gt;
 &lt;br /&gt;
I hope this quick overview of opening strategies for the Dark Ages has piqued your interest in the variant, and whetted your appetite to pillage and plunder in the cold northern waters.  Any prospective GMs or interested players that would like more information or files for running the variant should contact me directly at Screwtape777 AT gmail DOT com.  Please respect privacy and limit the distribution and use of this address to Diplomacy related topics only.  &lt;br /&gt;
&lt;br /&gt;
Thanks!&lt;br /&gt;
&lt;br /&gt;
Your humble variant designer –&lt;br /&gt;
B.   &lt;br /&gt;
&lt;br /&gt;
[[Image:DarkAgesV3Display.PNG|center|850px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Variant]]&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Sengoku&amp;diff=1239</id>
		<title>Sengoku</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Sengoku&amp;diff=1239"/>
		<updated>2009-05-28T19:27:54Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sengoku Jidai Variant Rules, Version 5.0.  &amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.geocities.com/nairenvorbeck/files Homepage:]  &lt;br /&gt;
&lt;br /&gt;
[[Image:SengokuRev5.PNG|center|850px]]&lt;br /&gt;
&lt;br /&gt;
=== Variant Description: ===&lt;br /&gt;
&lt;br /&gt;
The Sengoku Jidai Variant is a historical transplant of Hasbro/Avalon Hill's Diplomacy to medieval Japan.  The Sengoku Jidai Variant conforms to the standard rules of Hasbro/Avalon Hill's Diplomacy in most every way, with the few exceptions listed below.  The standard rules are NOT copied here, and all players of the Sengoku Jidai Variant are assumed to own or expected to purchase the Rules of Diplomacy (or better yet, the full game) through Hasbro/AH, as I did.  &lt;br /&gt;
&lt;br /&gt;
Turns move from Spring to Fall just like standard Diplomacy, and the first turn is Spring 1570.  Abbreviations are often not at all what you might expect them to be because of the significant number of provinces that share the same first three letters (i.e. Echigo, Echizen, Shimosa, Shimotsuke, Izumo, Izu, Yamashiro, Yamato, and all those that share their name with a body of water e.g. Totomi, Totomi Sea, Tosa, Tosa Bay etc. etc.)  Be sure to check the names feature on Realpolitik.  &lt;br /&gt;
&lt;br /&gt;
Units may be built on any vacant supply center that you have held for a fall.  (i.e. all SCs controlled by players are considered their &amp;quot;home supply centers&amp;quot; for the purpose of building units - Chaos Builds.)  Bitchu and Sanuki are considered land contiguous, as are Nagato and Chikuzen, and Iyo and Bungo, though they appear separated by water on the map.  Both Armies and Fleets may cross from one of these territories directly to the other.  Movement by fleets through the surrounding sea zones is unaffected.  The three dark borders indicate these &amp;quot;bridges&amp;quot; on the map.  &lt;br /&gt;
&lt;br /&gt;
In addition to the 8 players of this variant, there are neutral territories, represented by White on the map.  Each neutral territory is occupied by a neutral army that never does anything but hold.  These armies may be supported by other players. They are disbanded immediately if dislodged, but rebuilt at the end of the year if the territory is not occupied.  Treat neutral units like armies in Civil Disorder.  Once occupied, the territory becomes a standard SC, and never reverts to a neutral again.  &lt;br /&gt;
&lt;br /&gt;
Victory is declared when one Daimyo has control of 15 SCs, or all other players concede defeat.   If the players agree to a draw, the GM chooses a winner (Shogun).  The criteria for this determination are as follows, in order of precedence: the player with the most SCs at the time the draw is agreed to, the player with the highest average count of SCs per year, or at the GM's sole discretion if there is no clear leader per the previous two conditions.  There can only be one Shogun.  Have fun and welcome to 16th Century Japan!&lt;br /&gt;
&lt;br /&gt;
=== Commentary: ===&lt;br /&gt;
&lt;br /&gt;
* Shimazu Yoshihia &lt;br /&gt;
&lt;br /&gt;
One of the most ancient and well-established families among the daimyo of the Sengoku Jidai.  Benefits from a defensible corner position on the map, but can be slow to develop.  Conquest of the neutrals in Bungo (Otomo Sorin) and Hizen (Ryuzoji Takanobu) is a common objective.  A full attack on Hizen by Mori coupled with Chosokabe support of neutral Bungo (Otomo Sorin) spells disaster for the Shimazu.&lt;br /&gt;
&lt;br /&gt;
* Mori Motonari &lt;br /&gt;
&lt;br /&gt;
An upstart daimyo, formerly a retainer to his slain master of the Ouchi family.  Inherited his former master's holdings and developed them to become the strongest opponent of Nobunaga's successor, Toyotomi Hideyoshi.  Must avoid cooperation between Shimazu and Asakura at all costs.  Surrounded by neutrals, Mori does better to support some of them as buffers, rather than picking them off.  Vulnerable to attack by Shimazu and Asakura, and to a lesser extent, Chosokabe.  &lt;br /&gt;
&lt;br /&gt;
* Chosokabe Motochika &lt;br /&gt;
&lt;br /&gt;
Dominant on his home island of Shikoku, Chosokabe struggles to build influence on Honshu or Kyushu.  Development of ground forces is a top priority.  Benefits most from either the destruction of Shimazu, or a solid alliance with him, although the division of Mori spoils often tends to favor Shimazu.  Tensions over the vulnerable Suo Sea and wealthy Bingo should not preclude cooperation with Mori.&lt;br /&gt;
&lt;br /&gt;
* Asakura Yoshikage &lt;br /&gt;
&lt;br /&gt;
Surrounded by neutral armies and resource-poor lands, Asakura must choose early to move decisively either north or south along the coast of Honshu.  Splitting attentions between Mori and Uesugi leads to an early downfall.  Alliance with Oda is common, but more often, the two simply agree to leave one another alone rather than coordinate attacks.  Uesugi can pose a serious challenge if Takeda allows him to grow unchecked.  Takeda proves to be a worthy ally, especially in an alliance against Uesugi or Oda.&lt;br /&gt;
&lt;br /&gt;
* Oda Nobunaga &lt;br /&gt;
&lt;br /&gt;
The first of the three great unifiers of Japan, Oda Nobunaga rose from humble beginnings in the resource-poor province of Owari to dominate the heartland of Honshu.  He was the daimyo that unseated the Ashikaga Emperor in Kyoto, Yamashiro province.  Like Asakura, Oda must move decisively in one direction early in the game to succeed, while using diplomacy to secure the other front.  A negotiated peace with Asakura, Takeda, or Hojo usually determines the focus of Oda's attacks.  &lt;br /&gt;
&lt;br /&gt;
* Takeda Shingen &lt;br /&gt;
&lt;br /&gt;
Perhaps the most beloved and famous of the Sengoku daimyo, Takeda Shingen led the famed mounted samurai of Kai, whose superior tactics were dominant for many years over infantry wielding the European arquebus.  The frequent opponent of Uesugi, Hojo, and Oda historically, Takeda's hopes for victory lie in early aggression to restrain Uesugi and/or Hojo from claiming their otherwise easy builds.  An early spoiler attack from Takeda will crush the hopes of the other northern powers.  &lt;br /&gt;
&lt;br /&gt;
* Uesugi Kenshin &lt;br /&gt;
&lt;br /&gt;
Historically, the downfall of Uesugi was that his strength was spent on the battlefields of Kawanakajima (North Shinano) rather than focused on the shogunate.  His many battles with Takeda were the undoing of both great daimyo, and so it is in this game.  A negotiated settlement with Takeda is priceless, albeit difficult to achieve.  Cooperation with Hojo yields significant benefit, although the two powers can do little to aid each other initially - excepting at the expense of the neutral Satomi in Musashi province.&lt;br /&gt;
&lt;br /&gt;
* Hojo Ujiyasu &lt;br /&gt;
&lt;br /&gt;
One of the last daimyo to fall before the mighty army of Toyotomi Hideyoshi, Oda Nobunaga's successor.  If left uncontested, the Hojo will quickly rise to dominate the Kanto region of Japan.  The potential for rapid initial gains can be easily negated by Takeda aggression however, and Oda poses a serious obstacle to southern conquests.  If trust can be built, alliance with Takeda is potentially the most profitable.&lt;br /&gt;
&lt;br /&gt;
[[Image:SengokuRev5Base.PNG|thumb|450px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Variant]]&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=File:SengokuRev5Base.PNG&amp;diff=1238</id>
		<title>File:SengokuRev5Base.PNG</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=File:SengokuRev5Base.PNG&amp;diff=1238"/>
		<updated>2009-05-28T19:26:23Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=File:SengokuRev5.PNG&amp;diff=1237</id>
		<title>File:SengokuRev5.PNG</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=File:SengokuRev5.PNG&amp;diff=1237"/>
		<updated>2009-05-28T19:25:12Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Sengoku&amp;diff=1236</id>
		<title>Sengoku</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Sengoku&amp;diff=1236"/>
		<updated>2009-05-28T19:24:57Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sengoku Jidai Variant Rules, Version 5.0.  &amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.geocities.com/nairenvorbeck/files Homepage:]  &lt;br /&gt;
&lt;br /&gt;
[[Image:Sengoku_Jidai.jpg|center|850px]]&lt;br /&gt;
&lt;br /&gt;
=== Variant Description: ===&lt;br /&gt;
&lt;br /&gt;
The Sengoku Jidai Variant is a historical transplant of Hasbro/Avalon Hill's Diplomacy to medieval Japan.  The Sengoku Jidai Variant conforms to the standard rules of Hasbro/Avalon Hill's Diplomacy in most every way, with the few exceptions listed below.  The standard rules are NOT copied here, and all players of the Sengoku Jidai Variant are assumed to own or expected to purchase the Rules of Diplomacy (or better yet, the full game) through Hasbro/AH, as I did.  &lt;br /&gt;
&lt;br /&gt;
Turns move from Spring to Fall just like standard Diplomacy, and the first turn is Spring 1570.  Abbreviations are often not at all what you might expect them to be because of the significant number of provinces that share the same first three letters (i.e. Echigo, Echizen, Shimosa, Shimotsuke, Izumo, Izu, Yamashiro, Yamato, and all those that share their name with a body of water e.g. Totomi, Totomi Sea, Tosa, Tosa Bay etc. etc.)  Be sure to check the names feature on Realpolitik.  &lt;br /&gt;
&lt;br /&gt;
Units may be built on any vacant supply center that you have held for a fall.  (i.e. all SCs controlled by players are considered their &amp;quot;home supply centers&amp;quot; for the purpose of building units - Chaos Builds.)  Bitchu and Sanuki are considered land contiguous, as are Nagato and Chikuzen, and Iyo and Bungo, though they appear separated by water on the map.  Both Armies and Fleets may cross from one of these territories directly to the other.  Movement by fleets through the surrounding sea zones is unaffected.  The three dark borders indicate these &amp;quot;bridges&amp;quot; on the map.  &lt;br /&gt;
&lt;br /&gt;
In addition to the 8 players of this variant, there are neutral territories, represented by White on the map.  Each neutral territory is occupied by a neutral army that never does anything but hold.  These armies may be supported by other players. They are disbanded immediately if dislodged, but rebuilt at the end of the year if the territory is not occupied.  Treat neutral units like armies in Civil Disorder.  Once occupied, the territory becomes a standard SC, and never reverts to a neutral again.  &lt;br /&gt;
&lt;br /&gt;
Victory is declared when one Daimyo has control of 15 SCs, or all other players concede defeat.   If the players agree to a draw, the GM chooses a winner (Shogun).  The criteria for this determination are as follows, in order of precedence: the player with the most SCs at the time the draw is agreed to, the player with the highest average count of SCs per year, or at the GM's sole discretion if there is no clear leader per the previous two conditions.  There can only be one Shogun.  Have fun and welcome to 16th Century Japan!&lt;br /&gt;
&lt;br /&gt;
=== Commentary: ===&lt;br /&gt;
&lt;br /&gt;
* Shimazu Yoshihia &lt;br /&gt;
&lt;br /&gt;
One of the most ancient and well-established families among the daimyo of the Sengoku Jidai.  Benefits from a defensible corner position on the map, but can be slow to develop.  Conquest of the neutrals in Bungo (Otomo Sorin) and Hizen (Ryuzoji Takanobu) is a common objective.  A full attack on Hizen by Mori coupled with Chosokabe support of neutral Bungo (Otomo Sorin) spells disaster for the Shimazu.&lt;br /&gt;
&lt;br /&gt;
* Mori Motonari &lt;br /&gt;
&lt;br /&gt;
An upstart daimyo, formerly a retainer to his slain master of the Ouchi family.  Inherited his former master's holdings and developed them to become the strongest opponent of Nobunaga's successor, Toyotomi Hideyoshi.  Must avoid cooperation between Shimazu and Asakura at all costs.  Surrounded by neutrals, Mori does better to support some of them as buffers, rather than picking them off.  Vulnerable to attack by Shimazu and Asakura, and to a lesser extent, Chosokabe.  &lt;br /&gt;
&lt;br /&gt;
* Chosokabe Motochika &lt;br /&gt;
&lt;br /&gt;
Dominant on his home island of Shikoku, Chosokabe struggles to build influence on Honshu or Kyushu.  Development of ground forces is a top priority.  Benefits most from either the destruction of Shimazu, or a solid alliance with him, although the division of Mori spoils often tends to favor Shimazu.  Tensions over the vulnerable Suo Sea and wealthy Bingo should not preclude cooperation with Mori.&lt;br /&gt;
&lt;br /&gt;
* Asakura Yoshikage &lt;br /&gt;
&lt;br /&gt;
Surrounded by neutral armies and resource-poor lands, Asakura must choose early to move decisively either north or south along the coast of Honshu.  Splitting attentions between Mori and Uesugi leads to an early downfall.  Alliance with Oda is common, but more often, the two simply agree to leave one another alone rather than coordinate attacks.  Uesugi can pose a serious challenge if Takeda allows him to grow unchecked.  Takeda proves to be a worthy ally, especially in an alliance against Uesugi or Oda.&lt;br /&gt;
&lt;br /&gt;
* Oda Nobunaga &lt;br /&gt;
&lt;br /&gt;
The first of the three great unifiers of Japan, Oda Nobunaga rose from humble beginnings in the resource-poor province of Owari to dominate the heartland of Honshu.  He was the daimyo that unseated the Ashikaga Emperor in Kyoto, Yamashiro province.  Like Asakura, Oda must move decisively in one direction early in the game to succeed, while using diplomacy to secure the other front.  A negotiated peace with Asakura, Takeda, or Hojo usually determines the focus of Oda's attacks.  &lt;br /&gt;
&lt;br /&gt;
* Takeda Shingen &lt;br /&gt;
&lt;br /&gt;
Perhaps the most beloved and famous of the Sengoku daimyo, Takeda Shingen led the famed mounted samurai of Kai, whose superior tactics were dominant for many years over infantry wielding the European arquebus.  The frequent opponent of Uesugi, Hojo, and Oda historically, Takeda's hopes for victory lie in early aggression to restrain Uesugi and/or Hojo from claiming their otherwise easy builds.  An early spoiler attack from Takeda will crush the hopes of the other northern powers.  &lt;br /&gt;
&lt;br /&gt;
* Uesugi Kenshin &lt;br /&gt;
&lt;br /&gt;
Historically, the downfall of Uesugi was that his strength was spent on the battlefields of Kawanakajima (North Shinano) rather than focused on the shogunate.  His many battles with Takeda were the undoing of both great daimyo, and so it is in this game.  A negotiated settlement with Takeda is priceless, albeit difficult to achieve.  Cooperation with Hojo yields significant benefit, although the two powers can do little to aid each other initially - excepting at the expense of the neutral Satomi in Musashi province.&lt;br /&gt;
&lt;br /&gt;
* Hojo Ujiyasu &lt;br /&gt;
&lt;br /&gt;
One of the last daimyo to fall before the mighty army of Toyotomi Hideyoshi, Oda Nobunaga's successor.  If left uncontested, the Hojo will quickly rise to dominate the Kanto region of Japan.  The potential for rapid initial gains can be easily negated by Takeda aggression however, and Oda poses a serious obstacle to southern conquests.  If trust can be built, alliance with Takeda is potentially the most profitable.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sengoku_Jidai_start.gif|thumb|450px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Variant]]&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Dark_Ages&amp;diff=1235</id>
		<title>Dark Ages</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Dark_Ages&amp;diff=1235"/>
		<updated>2009-05-28T16:46:04Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Variant Created by:  Benjamin Hester&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://www.geocities.com/nairenvorbeck/files Homepage:]  &lt;br /&gt;
&lt;br /&gt;
[[Image:DarkAgesV3Display.PNG|center|850px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Variant Description: ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:DarkAgesV3Display.PNG|thumb|450px]]&lt;br /&gt;
&lt;br /&gt;
====Starting Positions====&lt;br /&gt;
&lt;br /&gt;
The Gaels - Forest Green, G (in Ireland)&amp;lt;br&amp;gt;&lt;br /&gt;
The Scots - Blue, C (in Scotland)&amp;lt;br&amp;gt;&lt;br /&gt;
The Bretons - Crimson, B (in Wales)&amp;lt;br&amp;gt;&lt;br /&gt;
The AngloSaxons - Olive, A (in southern England)&amp;lt;br&amp;gt;&lt;br /&gt;
The Danes - Orange, D (in Denmark)&amp;lt;br&amp;gt;&lt;br /&gt;
The Norse - Charcoal, N (in Norway)&amp;lt;br&amp;gt;&lt;br /&gt;
The Swedes - Teal, S (in Sweden)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Variant Rules====&lt;br /&gt;
&lt;br /&gt;
Dark Ages Variant Rules, Version 3.  Homepage: http://www.geocities.com/nairenvorbeck/files  &lt;br /&gt;
&lt;br /&gt;
The Dark Ages Variant is a historical transplant of Hasbro/Avalon Hill's Diplomacy game to the North Sea region in 825 AD.  &lt;br /&gt;
&lt;br /&gt;
The Dark Ages variant conforms to the standard rules of Hasbro/Avalon Hill's Diplomacy in most every way, with the few exceptions listed below.  The standard rules are NOT copied here, and all players of the Dark Ages Variant are assumed to own or expected to purchase the Rules of Diplomacy (or better yet, the full game) through Hasbro/AH, as I did.  &lt;br /&gt;
&lt;br /&gt;
Turns move from Spring to Fall just like standard Diplomacy, and the first turn is Spring 825 AD.  Players take control of one of the seven major nations in the North Sea area, the Gaels, Scots, Britons, Anglo-Saxons, Danes, Norse, or Swedes.  &lt;br /&gt;
&lt;br /&gt;
Please check the names feature of Realpolitik for accepted abbreviations of territory names.  &lt;br /&gt;
&lt;br /&gt;
Special territories:&lt;br /&gt;
&lt;br /&gt;
* Somerset, Ribe, Jelling, and Saxony, and Lappland are bi-coastal territories, similar to Spain or Bulgaria in Standard.  &lt;br /&gt;
&lt;br /&gt;
* The island of Roskilde is similar to Constantinople in Standard in most respects.  Armies and Fleets may move directly from Jelling, to Roskilde, to Skane, and vice versa.  Unlike Constantinople though, Fleets MAY move directly from Kattegat to Bay of Pomerania (and vice versa) - they may move around Roskilde.  A fleet in Roskilde may NOT convoy.&lt;br /&gt;
&lt;br /&gt;
* Zetland is a single land SC depicted on the map as an island group.  Everything inside the small blue circle is a single space, i.e. the four small islands and the small amount of water around them are all one space (similar to Cebu in Colonial).  Zetland is bordered at sea by Scapa Flow, Norwegian Sea, Rogaland Coast, and Moray Firth.  It is not adjacent by land to any other territory, though Zetland may be occupied by an army (via convoy) or by a fleet.  &lt;br /&gt;
      &lt;br /&gt;
*There are 38 total SCs on the map.  Solo victory is declared when one nation has control of 20 SCs (simple majority).  Have fun and happy raiding!&lt;br /&gt;
&lt;br /&gt;
====Commentary====&lt;br /&gt;
&lt;br /&gt;
The Dark Ages variant was released in late 2007 as part of my relentless quest to become the most prolific variant designer around.  (I only have three others completed, so I’m sure I have a ways to go before I can claim that title.)  Since that time, the variant has undergone three playtests (in ACD and DC) and three revisions.&lt;br /&gt;
&lt;br /&gt;
Dark Ages is a simple map translation variant – meaning none of the core rules of Diplomacy have changed at all, only the map and the roles that the players assume.  Which, in the case of Dark Ages, are the Gaels, Scots, Bretons, Anglo-Saxons, Danes, Norse, and Swedes, roughly as they were in the year of our Lord, 825.  Some concessions to gameplay at the expense of historical accuracy have been made, but these have been limited to the greatest extent possible.  The layout of the North Sea region lends itself readily to the intent of the variant – to emphasize naval action and fill the map with opportunities for convoys.  This is the age of Viking and Germanic invasions by sea, and the variant is designed to capture that spirit.&lt;br /&gt;
&lt;br /&gt;
The next section of this article will provide the first-time player of Dark Ages (which encompasses 99.9+% of the human race) with a brief overview of the variant and its opening strategies.   &lt;br /&gt;
&lt;br /&gt;
* The Gaels -&lt;br /&gt;
&lt;br /&gt;
The Gaelic position is most similar to Britain in Standard.  The Gaels begin fairly secure in their island home that we know today as Ireland.  While they enjoy considerable defensive advantages, their early opportunities for expansion are somewhat less than their immediate neighbours.&lt;br /&gt;
&lt;br /&gt;
Strathclyde, Cornwall, and Brittany are their most likely targets for growth in the first year, plus the guarantee in Munster.  The Gaels priorities for negotiations are fairly straightforward – form a strong bond with either the Scots or Bretons early, keeping options with the Anglo-Saxons open.  Avoid the formation of a Scot/Breton alliance at all costs – the Anglo-Saxons are unlikely to be able to save the Gaels in that situation, especially if they are distracted by the Danes.&lt;br /&gt;
  &lt;br /&gt;
* The Scots –&lt;br /&gt;
&lt;br /&gt;
The Scottish position is most similar to Germany in Standard.  The Scots begin the game poised for rapid expansion, but will have to make concessions to their neighbors in order to secure their vulnerabilities on three fronts.  Early occupation of key sea zones may carry a short-term cost in SCs, but will pay off as a deterrent to invasion from Scandinavia, and provide opportunities to gain diplomatic capital by offering support to Norse or Danish forces.  Alliances with the Gaels, Bretons, or Anglo-Saxons are all strong options in the early game, though the Scot player in particular must keep a nervous eye turned east as events unfold in Scandinavia.  Events in the British Isles and Scandinavia tend to resolve themselves independent of one another in the first 2-3 years, but after that, attacks across the North Sea become more common.  The Scots would do well to be the first one to occupy the strategically invaluable North Sea and Zetland Islands accordingly.   &lt;br /&gt;
&lt;br /&gt;
* The Bretons –&lt;br /&gt;
&lt;br /&gt;
The Breton position is most similar to Austria in Standard.  The Bretons have a tight group of home SCs that are all interconnected, and their position lies in a veritable minefield of SCs.  Just beyond that perimeter however, lie Gaels, Scots, and Anglo-Saxons – all three potential strong allies or formidable enemies.  The Bretons must tread carefully – peace on one, preferably two, fronts is a must.  To that end, SCs such as Deira and Strathclyde must be weighed carefully – are they more valuable in Breton hands, or traded away for friendship with a neighbor?  An opening stab to Hwicce that threatens Hamptonshire can damage Anglo-Saxon growth tremendously – but are you *sure* that the Gaels will stay by your side?  Of all positions in Dark Ages, the Bretons offer the most reward for well-timed stabs.&lt;br /&gt;
&lt;br /&gt;
* The Anglo-Saxons –&lt;br /&gt;
&lt;br /&gt;
The Anglo-Saxon position is most similar to France in Standard.  Peaceful neutral expansion is readily available, and first year growth of 2 SCs can be attained without violating neutrality – but not without opening up vulnerabilities in your home SCs.  &lt;br /&gt;
Breton invasion of Hwicce and Middle Anglia are significant threats in the first and second years – if their attacks are coordinated with the Gaels or Danes these threats have the potential for early Anglo-Saxon elimination.  Gaelic convoys into Brittany or Cornwall can potentially rob the Anglo-Saxons of continental gains, or coordinate with Breton attacks on Hamptonshire.  Although potentially dangerous, Breton/Scot alliances are usually directed more at the Gaels than the Anglo-Saxons, and should be encouraged.  Breton/Gaelic alliances should be disrupted at all costs.  Finally, despite the threat they pose, the Bretons can also be extremely valuable as an ally against either the Gaels or the Scots – or both.  &lt;br /&gt;
&lt;br /&gt;
* The Danes –&lt;br /&gt;
&lt;br /&gt;
The Danish position does not have much similarity to any position in Standard – perhaps Italy, but even that is something of a stretch.  The Danes are unquestionably a naval power with considerable prospects in both directions on the European coast, as well as at the expense of their neighbors in Scandinavia.&lt;br /&gt;
The Danes form one point of the “Scandinavian Triangle” of the Norse, Swedes, and Danes.  Typically, two of these will ally against the third, and barring significant involvement from the west, that third power will be eliminated early.  It is very much in the Scots and Anglo-Saxons interests to prevent this from happening however, and it is not at all uncommon for a Scot or Anglo-Saxon fleet in the North Sea to prop up Danish or Norse defenses to that end.&lt;br /&gt;
&lt;br /&gt;
* The Norse – &lt;br /&gt;
&lt;br /&gt;
The Norse position also bears little similarity to any position in Standard – Turkey is the closest match, but that is mostly due to their relationship with the Swedes.  The Norse have a simple choice of alliance with the Danes or Swedes, while remaining vigiliant against Scottish fleets heading east.  This choice also entails whether the Norse will be primarily a naval power (as is the case in most alliances with the Swedes) or if they will fight on land for dominance of Scandinavia (which is the direction most alliances with the Danes lead to.)  The Norse are the second point of the Scandinavian Triangle.  Of the three, they are the most vulnerable to attack from the west, typically by Scots that got off to a good start.  To that end, they usually have the most interest in a rapid resolution of events in the Scandinavian Triangle, which allows them to take the initiative against the powers of the British Isles.&lt;br /&gt;
&lt;br /&gt;
* And finally, the Swedes –&lt;br /&gt;
&lt;br /&gt;
The Swedes are the third point of the Scandinavian Triangle.  Their position bears many similarities to Russia in Standard, most notably in bi-coastal Lappland.  They have ample early opportunities for expansion, though most of them will be contested by the Danes or Norse.  Tension runs particularly high in Varmland and Skane, and a wise Swede will guard these territories jealously due to their tactical value.  The Swedish rear guard is very secure from attack, however, an alliance of Norse and Danes can launch a devastating pincer attack that can quickly reduce the Swedes.  The Swedes stand to gain the most from western involvement in Scandinavian affairs in the long term, despite the inability of those powers to directly aid Swedish defenses against an attack by the Norse and Danes.  The Swedes must focus more than any other power on the control of territory with tactical value rather than simply gaining SCs.&lt;br /&gt;
 &lt;br /&gt;
I hope this quick overview of opening strategies for the Dark Ages has piqued your interest in the variant, and whetted your appetite to pillage and plunder in the cold northern waters.  Any prospective GMs or interested players that would like more information or files for running the variant should contact me directly at Screwtape777 AT gmail DOT com.  Please respect privacy and limit the distribution and use of this address to Diplomacy related topics only.  &lt;br /&gt;
&lt;br /&gt;
Thanks!&lt;br /&gt;
&lt;br /&gt;
Your humble variant designer –&lt;br /&gt;
B.   &lt;br /&gt;
&lt;br /&gt;
[[Image:DarkAgesV3Display.PNG|center|850px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Variant]]&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=File:DarkAgesV3DisplaySmall.PNG&amp;diff=1234</id>
		<title>File:DarkAgesV3DisplaySmall.PNG</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=File:DarkAgesV3DisplaySmall.PNG&amp;diff=1234"/>
		<updated>2009-05-28T16:41:18Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: DarkAgesV3DisplaySmall&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;DarkAgesV3DisplaySmall&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=File:DarkAgesV3Display.PNG&amp;diff=1233</id>
		<title>File:DarkAgesV3Display.PNG</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=File:DarkAgesV3Display.PNG&amp;diff=1233"/>
		<updated>2009-05-28T16:39:42Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: Dark Ages V3 Display Map&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dark Ages V3 Display Map&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Dark_Ages&amp;diff=1232</id>
		<title>Dark Ages</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Dark_Ages&amp;diff=1232"/>
		<updated>2009-05-28T16:33:45Z</updated>

		<summary type="html">&lt;p&gt;Nairenvorbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Variant Created by:  Benjamin Hester&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://www.geocities.com/nairenvorbeck/files Homepage:]  &lt;br /&gt;
&lt;br /&gt;
[[Image:Dark_Ages.gif|center|850px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Variant Description: ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Dark_Ages_Start.gif|thumb|450px]]&lt;br /&gt;
&lt;br /&gt;
====Starting Positions====&lt;br /&gt;
&lt;br /&gt;
The Gaels - Forest Green, G (in Ireland)&amp;lt;br&amp;gt;&lt;br /&gt;
The Scots - Blue, C (in Scotland)&amp;lt;br&amp;gt;&lt;br /&gt;
The Bretons - Crimson, B (in Wales)&amp;lt;br&amp;gt;&lt;br /&gt;
The AngloSaxons - Olive, A (in southern England)&amp;lt;br&amp;gt;&lt;br /&gt;
The Danes - Orange, D (in Denmark)&amp;lt;br&amp;gt;&lt;br /&gt;
The Norse - Charcoal, N (in Norway)&amp;lt;br&amp;gt;&lt;br /&gt;
The Swedes - Teal, S (in Sweden)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Variant Rules====&lt;br /&gt;
&lt;br /&gt;
Dark Ages Variant Rules, Version 3.  Homepage: http://www.geocities.com/nairenvorbeck/files  &lt;br /&gt;
&lt;br /&gt;
The Dark Ages Variant is a historical transplant of Hasbro/Avalon Hill's Diplomacy game to the North Sea region in 825 AD.  &lt;br /&gt;
&lt;br /&gt;
The Dark Ages variant conforms to the standard rules of Hasbro/Avalon Hill's Diplomacy in most every way, with the few exceptions listed below.  The standard rules are NOT copied here, and all players of the Dark Ages Variant are assumed to own or expected to purchase the Rules of Diplomacy (or better yet, the full game) through Hasbro/AH, as I did.  &lt;br /&gt;
&lt;br /&gt;
Turns move from Spring to Fall just like standard Diplomacy, and the first turn is Spring 825 AD.  Players take control of one of the seven major nations in the North Sea area, the Gaels, Scots, Britons, Anglo-Saxons, Danes, Norse, or Swedes.  &lt;br /&gt;
&lt;br /&gt;
Please check the names feature of Realpolitik for accepted abbreviations of territory names.  &lt;br /&gt;
&lt;br /&gt;
Special territories:&lt;br /&gt;
&lt;br /&gt;
* Somerset, Ribe, Jelling, and Saxony, and Lappland are bi-coastal territories, similar to Spain or Bulgaria in Standard.  &lt;br /&gt;
&lt;br /&gt;
* The island of Roskilde is similar to Constantinople in Standard in most respects.  Armies and Fleets may move directly from Jelling, to Roskilde, to Skane, and vice versa.  Unlike Constantinople though, Fleets MAY move directly from Kattegat to Bay of Pomerania (and vice versa) - they may move around Roskilde.  A fleet in Roskilde may NOT convoy.&lt;br /&gt;
&lt;br /&gt;
* Zetland is a single land SC depicted on the map as an island group.  Everything inside the small blue circle is a single space, i.e. the four small islands and the small amount of water around them are all one space (similar to Cebu in Colonial).  Zetland is bordered at sea by Scapa Flow, Norwegian Sea, Rogaland Coast, and Moray Firth.  It is not adjacent by land to any other territory, though Zetland may be occupied by an army (via convoy) or by a fleet.  &lt;br /&gt;
      &lt;br /&gt;
*There are 38 total SCs on the map.  Solo victory is declared when one nation has control of 20 SCs (simple majority).  Have fun and happy raiding!&lt;br /&gt;
&lt;br /&gt;
====Commentary====&lt;br /&gt;
&lt;br /&gt;
The Dark Ages variant was released in late 2007 as part of my relentless quest to become the most prolific variant designer around.  (I only have three others completed, so I’m sure I have a ways to go before I can claim that title.)  Since that time, the variant has undergone three playtests (in ACD and DC) and three revisions.&lt;br /&gt;
&lt;br /&gt;
Dark Ages is a simple map translation variant – meaning none of the core rules of Diplomacy have changed at all, only the map and the roles that the players assume.  Which, in the case of Dark Ages, are the Gaels, Scots, Bretons, Anglo-Saxons, Danes, Norse, and Swedes, roughly as they were in the year of our Lord, 825.  Some concessions to gameplay at the expense of historical accuracy have been made, but these have been limited to the greatest extent possible.  The layout of the North Sea region lends itself readily to the intent of the variant – to emphasize naval action and fill the map with opportunities for convoys.  This is the age of Viking and Germanic invasions by sea, and the variant is designed to capture that spirit.&lt;br /&gt;
&lt;br /&gt;
The next section of this article will provide the first-time player of Dark Ages (which encompasses 99.9+% of the human race) with a brief overview of the variant and its opening strategies.   &lt;br /&gt;
&lt;br /&gt;
* The Gaels -&lt;br /&gt;
&lt;br /&gt;
The Gaelic position is most similar to Britain in Standard.  The Gaels begin fairly secure in their island home that we know today as Ireland.  While they enjoy considerable defensive advantages, their early opportunities for expansion are somewhat less than their immediate neighbours.&lt;br /&gt;
&lt;br /&gt;
Strathclyde, Cornwall, and Brittany are their most likely targets for growth in the first year, plus the guarantee in Munster.  The Gaels priorities for negotiations are fairly straightforward – form a strong bond with either the Scots or Bretons early, keeping options with the Anglo-Saxons open.  Avoid the formation of a Scot/Breton alliance at all costs – the Anglo-Saxons are unlikely to be able to save the Gaels in that situation, especially if they are distracted by the Danes.&lt;br /&gt;
  &lt;br /&gt;
* The Scots –&lt;br /&gt;
&lt;br /&gt;
The Scottish position is most similar to Germany in Standard.  The Scots begin the game poised for rapid expansion, but will have to make concessions to their neighbors in order to secure their vulnerabilities on three fronts.  Early occupation of key sea zones may carry a short-term cost in SCs, but will pay off as a deterrent to invasion from Scandinavia, and provide opportunities to gain diplomatic capital by offering support to Norse or Danish forces.  Alliances with the Gaels, Bretons, or Anglo-Saxons are all strong options in the early game, though the Scot player in particular must keep a nervous eye turned east as events unfold in Scandinavia.  Events in the British Isles and Scandinavia tend to resolve themselves independent of one another in the first 2-3 years, but after that, attacks across the North Sea become more common.  The Scots would do well to be the first one to occupy the strategically invaluable North Sea and Zetland Islands accordingly.   &lt;br /&gt;
&lt;br /&gt;
* The Bretons –&lt;br /&gt;
&lt;br /&gt;
The Breton position is most similar to Austria in Standard.  The Bretons have a tight group of home SCs that are all interconnected, and their position lies in a veritable minefield of SCs.  Just beyond that perimeter however, lie Gaels, Scots, and Anglo-Saxons – all three potential strong allies or formidable enemies.  The Bretons must tread carefully – peace on one, preferably two, fronts is a must.  To that end, SCs such as Deira and Strathclyde must be weighed carefully – are they more valuable in Breton hands, or traded away for friendship with a neighbor?  An opening stab to Hwicce that threatens Hamptonshire can damage Anglo-Saxon growth tremendously – but are you *sure* that the Gaels will stay by your side?  Of all positions in Dark Ages, the Bretons offer the most reward for well-timed stabs.&lt;br /&gt;
&lt;br /&gt;
* The Anglo-Saxons –&lt;br /&gt;
&lt;br /&gt;
The Anglo-Saxon position is most similar to France in Standard.  Peaceful neutral expansion is readily available, and first year growth of 2 SCs can be attained without violating neutrality – but not without opening up vulnerabilities in your home SCs.  &lt;br /&gt;
Breton invasion of Hwicce and Middle Anglia are significant threats in the first and second years – if their attacks are coordinated with the Gaels or Danes these threats have the potential for early Anglo-Saxon elimination.  Gaelic convoys into Brittany or Cornwall can potentially rob the Anglo-Saxons of continental gains, or coordinate with Breton attacks on Hamptonshire.  Although potentially dangerous, Breton/Scot alliances are usually directed more at the Gaels than the Anglo-Saxons, and should be encouraged.  Breton/Gaelic alliances should be disrupted at all costs.  Finally, despite the threat they pose, the Bretons can also be extremely valuable as an ally against either the Gaels or the Scots – or both.  &lt;br /&gt;
&lt;br /&gt;
* The Danes –&lt;br /&gt;
&lt;br /&gt;
The Danish position does not have much similarity to any position in Standard – perhaps Italy, but even that is something of a stretch.  The Danes are unquestionably a naval power with considerable prospects in both directions on the European coast, as well as at the expense of their neighbors in Scandinavia.&lt;br /&gt;
The Danes form one point of the “Scandinavian Triangle” of the Norse, Swedes, and Danes.  Typically, two of these will ally against the third, and barring significant involvement from the west, that third power will be eliminated early.  It is very much in the Scots and Anglo-Saxons interests to prevent this from happening however, and it is not at all uncommon for a Scot or Anglo-Saxon fleet in the North Sea to prop up Danish or Norse defenses to that end.&lt;br /&gt;
&lt;br /&gt;
* The Norse – &lt;br /&gt;
&lt;br /&gt;
The Norse position also bears little similarity to any position in Standard – Turkey is the closest match, but that is mostly due to their relationship with the Swedes.  The Norse have a simple choice of alliance with the Danes or Swedes, while remaining vigiliant against Scottish fleets heading east.  This choice also entails whether the Norse will be primarily a naval power (as is the case in most alliances with the Swedes) or if they will fight on land for dominance of Scandinavia (which is the direction most alliances with the Danes lead to.)  The Norse are the second point of the Scandinavian Triangle.  Of the three, they are the most vulnerable to attack from the west, typically by Scots that got off to a good start.  To that end, they usually have the most interest in a rapid resolution of events in the Scandinavian Triangle, which allows them to take the initiative against the powers of the British Isles.&lt;br /&gt;
&lt;br /&gt;
* And finally, the Swedes –&lt;br /&gt;
&lt;br /&gt;
The Swedes are the third point of the Scandinavian Triangle.  Their position bears many similarities to Russia in Standard, most notably in bi-coastal Lappland.  They have ample early opportunities for expansion, though most of them will be contested by the Danes or Norse.  Tension runs particularly high in Varmland and Skane, and a wise Swede will guard these territories jealously due to their tactical value.  The Swedish rear guard is very secure from attack, however, an alliance of Norse and Danes can launch a devastating pincer attack that can quickly reduce the Swedes.  The Swedes stand to gain the most from western involvement in Scandinavian affairs in the long term, despite the inability of those powers to directly aid Swedish defenses against an attack by the Norse and Danes.  The Swedes must focus more than any other power on the control of territory with tactical value rather than simply gaining SCs.&lt;br /&gt;
 &lt;br /&gt;
I hope this quick overview of opening strategies for the Dark Ages has piqued your interest in the variant, and whetted your appetite to pillage and plunder in the cold northern waters.  Any prospective GMs or interested players that would like more information or files for running the variant should contact me directly at Screwtape777 AT gmail DOT com.  Please respect privacy and limit the distribution and use of this address to Diplomacy related topics only.  &lt;br /&gt;
&lt;br /&gt;
Thanks!&lt;br /&gt;
&lt;br /&gt;
Your humble variant designer –&lt;br /&gt;
B.   &lt;br /&gt;
&lt;br /&gt;
[[Image:Dark_Ages_Names.gif|center|850px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Variant]]&lt;/div&gt;</summary>
		<author><name>Nairenvorbeck</name></author>
	</entry>
</feed>