Difference between revisions of "Europe 1615: Prelude to War"
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=BUILD/ADJUSTMENT PHASE= | =BUILD/ADJUSTMENT PHASE= | ||
− | Provinces: Provinces without centers held by a foreign unit at the build phase are automatically annexed by the occupier. | + | '''Provinces:''' Provinces without centers held by a foreign unit at the build phase are automatically annexed by the occupier. |
'''Waiving the capture of a center:''' The power occupying a foreign center, or a province at the build phase may waive the capture of the center or province. This may be arranged by the player (and communicated to the GM) to avoid depriving a center from an ally. The decision must be made prior to the build phase (preferably Fall phase). Once the decision is made no reversal is allowed until the next build phase. | '''Waiving the capture of a center:''' The power occupying a foreign center, or a province at the build phase may waive the capture of the center or province. This may be arranged by the player (and communicated to the GM) to avoid depriving a center from an ally. The decision must be made prior to the build phase (preferably Fall phase). Once the decision is made no reversal is allowed until the next build phase. |
Revision as of 01:13, 3 October 2014
EUROPE 1615: VERSION 3
A DIPLOMACY VARIANT
by Matthew Medeiros
[Play-testers needed! Currently recruiting players at www.diplomaticcorp.com under Open Games (select Games > Open Games in the main menu). Any comments or questions please write to medeiros412@aim.com. Thank you.]
INTRODUCTION
The Europe 1615 Diplomacy variant allows players to take the reins of one of the major and minor European powers of the time: Austria, France, Spain, England, Sweden, and Denmark. Ottomans and Poland are considered non-player powers and their movement may be influenced by the players in the game.
During the game, players deploy influence points (INFs) and orders to secure political and/or religious authority over the minor states and their units. Victory is measured by the gain of victory points (VPs) from the capture of centers and from alignments. Game begins in 1615.
Standard 5th Edition rules of Diplomacy apply with modifications as described below.
PHASES OF THE GAME YEAR
1- Overture (New map distributed, with statuses re-evaluated, and a listing of any sanctions in place.)
2- Spring Movement and Retreat Phase
3- Summer Movement and Retreat Phase
4- Fall Movement and Retreat Phase
Interim (between Fall and Build Phase):
Winter attrition = Required disbands; GM reports which units must disband and what territorial changes have occurred. New map presented.
Scoring = Based on territorial changes and the current alignments, GM presents scores and declares a winner for the round.
5- Winter Adjustment/Build Phase (Submission of build orders, selected sanctions, and rewards.)
INFLUENCE
Deployment of influence with submission of orders
Each power receives influence points (INFs) at the beginning of each year to distribute to the minor states with (or without) orders.
INFs available/allocated in 1615
Protestant powers:
England = 17
Denmark = 15
Sweden = 17
Catholic powers:
Spain = 23
France = 21
Austria = 19
Writing the orders: Example of the format for the submission of the INF deployment list and orders is as follows:
FRANCE (EXAMPLE SUBMISSION):
7: WUR
3: RHI
1: LOWR
5: LOR
5: SAV
NORM S PAR-CHA
PAR-CHA
BRIT HOLD
PRO S SAV HOLD
SAV HOLD
WUR HOLD
RHI HOLD
BRU S SAX HOLD
LOR S PAR-CHA
In the above example, France decides to deploy all INFs in the phase as follows: 7 INFs to Wuerttemburg (WUR), 3 INFs to the Rhineland (RHI), 1 INFs to Lower Saxony (LOWR), 5 INFs to the Lorraine (LOR), and 5 INFs to Savoy (SAV). In addition to submitting orders for French units, France submits orders to the units in the minor states where the INFs will be deployed to. Powers need not deploy all INFs in the first phase, but can spread out those deployments in subsequent phases. INFs will continue to accumulate in the minor states with each deployment dictating the status of the state. Any unused INFs do not carry forward into the next year, and players cannot deploy more than the available INFs for the year.
Pliant minor states
A listing of the minor states that may be influenced is given below.
List of Pliant Minor States
Note: The Catholic powers, only, may deploy INFs & submit orders to the Papal States (PAPL) which consists of the provinces of Rome (ROM) and the Marche (MAR). Lower Saxony consists of two provinces: Bremen and Brunswick-Lunenburg (BRU). Brandenburg consists of two provinces: Brandenburg (BRA) and Pomerania (POM).
Minor states without centers/units
Switzerland, Franconia, Algeria, and the Sultanate of Morocco are the only pliant minor states that do not have units or centers or values. However, INFs may be deployed to these states giving them a political status and/or religious marker. Players may still score on alignment.
Poland-Lithuania and the Ottomans
Although Poland-Lithuania (POLN) and Ottomans (OTTM) were not minor states at the time, strictly speaking, they are still treated like minor states. Poland begins with two centers and two units as well as the Ottomans. Along with INFs, orders may be submitted to each unit. If Warsaw is captured, Lithuania/Vilnius becomes a pliant minor state, and Poland is removed from the list of pliant states. Both Balkan centers of the Ottomans must be captured to completely eliminate the Ottomans.
Gain and loss of influence
Powers also receive additional INFs from the capture of a center. This gain is maintained as long as the power maintains control of the center. The values of the centers are given on the map, ranging from 1 to 10 (see map below).
Reference map (also called the Objectives Map) showing INF and victory point values of centers:
Capture value: Value shown in the center is the number of victory points awarded for the capture of the center.
Influence (INF) value: Value shown in the center is also the number of INFs gained with the capture of the center. A power will lose INFs from the loss of a home center equal to the INF value of the center.
Alignment value: Twelve plus the value shown in the center is the number of victory points awarded to a power, each scoring phase, if the minor state is aligned.
Home centers: The sum of the values in each home center for a given power adds up to the number of INFs allocated/available for the first year.
EFFECTS OF INFLUENCE AND RULES GOVERNING THE BEHAVIOR OF THE MINOR STATES
Minor states are marked as ALIGNED, NEUTRAL or UNALIGNED depending on how the powers invest INFs in them. Minor states marked as ALIGNED are in allegiance with the power holding the most influence and will follow the MOVE/ATTACK, SUPPORT, CONVOY, or HOLD order submitted by the power. For two or more powers equally invested in a minor state, the minor state will be marked as NEUTRAL and the orders submitted to those states will be ignored. After submission of orders and INF deployment, the GM resolves diplomatic attacks, then publishes the results, the statuses of the minor states, which powers have deployed to which states, and whether the orders submitted are followed or not.
Political status
Alignment (passable)
For a minor state to follow the submitted orders, the power must hold the most INFs in the state (50% or greater). Orders submitted by the power to any aligned state will be followed by the unit of the state and reported in the adjudication.
No alignment (passable)
Political status of a minor state is not established if no power has invested any INFs. The minor state is then considered UNALIGNED. Any power or minor state may move into and/or capture the unaligned state. Any power can support the hold of a minor state's unit even if the minor state is unaligned.
Neutrality (impassable)
Neutrality occurs when two powers have invested equally (50/50), or if more than two powers have deployed to the state and not one holds 50% or more.
If the political status is NEUTRAL, no power can enter the minor state as it violates the neutrality status. Orders may be submitted to the unit of a neutral minor state in anticipation of a change in status. If a minor state changes to a NEUTRAL status, a foreign unit situated in the neutral minor state can still function to support, attack, hold, etc. If the army moves out of the neutral state, no other unit can enter, but while holding its position in the neutral state it is open to attack and dislodgment (since the neutral state harbors a foreign active unit, other states have the right to attack). A foreign unit situated in a neutral state can receive support.
Movement, capture, and expansion
Dislodgment: A power cannot dislodge or support the dislodgment of an aligned minor state's unit, even if that dislodgment is unexpected.
Retreats: If the minor state's unit is dislodged, it is then disbanded (no retreats are allowed for units of the minor states). However, certain sanctions may allow, for example, Dutch and Polish units to retreat (see SANCTIONS).
Alliance: A power may move into its ALIGNED minor state if the unit is not present, but cannot capture the center as long as it is aligned. This function is reciprocal: a minor state's unit may occupy a center of a power that it is aligned to, as well as other minor states that are aligned to the power, and the capture of the center does not occur.
Capture of a minor state: If a foreign state captures a minor state's center, then the minor state is withdrawn from the list of pliant minor states. It can no longer be influenced. The captured minor state loses any alignment status, and all INFs invested in the state are held in suspension. Religious markers are replaced with a dark grey-colored cross to indicate an unrecognized confession while the province is held by a foreign state.
Expansion of the minor states: The minor states have the ability to expand with the capture of centers (or provinces without centers). When a center is captured by the minor state it becomes part of its dominion, although, not permanently. When the minor state is aligned, or made neutral, all acquired territories are colored accordingly on the map. The aligned power is also required to submit build orders for the minor state that acquires new centers. Example of play: Prussia, under the influence of Denmark, moves to capture Mecklenburg. Mecklenburg is "temporarily" eliminated from the list of pliant minor states. Prussia builds a new army. When INFs are deployed to Prussia it affects both the Prussian state and Mecklenburg. If Prussia has a religious marker, this is not transferred to newly acquired territories or centers, only the alignment, neutral status, or unaligned status. If Prussia is captured, Mecklenburg becomes "liberated" and is reestablished as a pliant minor state; the INFs in Mecklenburg will need to be reevaluated for its status. Using the example above, if Prussia captures Bohemia, and the Prussian home center is captured, the Bohemian center will be "liberated" making it a new independent minor state, given that it has not been taken by another state/power. Note: Any issues that are encountered by the use of these rules, resolving them is solely at the discretion of the GM.
Disbanding: If the home supply center of a minor state is captured when the state's army is positioned elsewhere on the board, the army is disbanded at the Winter Attrition Phase (irrespective to whether it holds a foreign center). In other words, the loss of its home center and the resulting adjustment (required disband) is performed first before the Winter Adjustment/Build Phase. The capture of the minor state's home center also leads to the disbanding of all its units. If the minor state has 2 or more units, and one or more of its non-home centers are captured, the aligned power will submit the orders to disband in the Early Winter Adjustment Phase.
Capture and neutrality. If the minor state is neutral, and its unit is occupying a foreign center/province at the adjustment phase, the minor state will not be able to capture the center/province. If a minor state is unaligned it may still capture.
Religious/confessional status of the minor states (religious markers)
Religious markers are used in scoring, counterbalance, and for some of the sanctions. When a Protestant marker (orange-colored cross) is placed, the state is considered a Protestant-majority state. If a Catholic marker (blue-colored cross) is placed then the state is considered a Catholic-majority state. Islamic states cannot receive these markers.
If a Protestant or Catholic confession solely holds the INFs in a minor state then a marker can be placed. If both confessions hold INFs in the minor state, then a marker is placed only when one confession holds twice the INFs over the other.
Example: If England and Denmark have collectively deployed 10 INFs to Saxony, and Spain and Austria have collectively deployed 5 INFs, and since the Protestant powers collectively hold twice the INFs in Saxony over the Catholic powers, then a Protestant marker is placed.
Rules concerning Christian and Islamic units
Christian units (whether Protestant or Catholic) will not convoy nor support a move/attack by a Islamic unit onto the Papal States (ROM and MAR) or adjacent provinces (VEN, PIA, TUS, and NAP). All other cases where a Christian unit supports an Islamic unit to move/attack/convoy are legal. Islamic units will not support a direct Christian attack on a Islamic unit. Islamic units will not support a move or convoy a Christian unit into an Islamic center unless an alliance network is in place.
SCORING PHASE
Earning victory points (VPs) based on alignment/religious status of the minor states and the capture of centers:
Victory points are awarded at the end of each year. Scoring depends on the capture of centers (beyond home centers), and a reward system based on the alignment of the minor states. It is important to note that this rewards system only applies for minor states that have not been captured by a foreign unit. It will be up to the players to weigh the benefits and drawbacks of capturing a minor state’s center.
Explanation and examples:
Reviewing the reference map above (INF and victory point values of centers), if Saxony is aligned with Austria, then Austria can garner twelve plus the value of Saxony at the scoring phase, that is 19 VPs (12 + 7).
If Denmark captures Saxony, Denmark can earn 7 VPs at a scoring phase, as well as 7 INFs. Saxony is then withdrawn from the list of pliant minor states. No power (including Denmark) can garner points on the alignment of the minor state from that point in time onwards, unless Saxony is liberated. If Austria should capture Saxony, Austria can then gain the 7 INFs and 7 VPs (Denmark loses those INFs and VPs).
As a minor state expands, the value of the alignment award increases. For each gain of a new center by a minor state, the alignment award for that minor state is twelve plus the sum of each center value in the minor state’s dominion. Example: Brandenburg holds Mecklenburg. To determine the alignment value, add the center values together (5 + 1 = 6) and add 12, giving 18.
For the larger states (e.g., Poland), the alignment score is treated in the same way as an expanding state: add the values of the centers then add the base value for an alignment. An alignment with Poland, for example, would be worth 24 VPs (12 + 9 + 3).
Scoring from religious markers:
At the scoring phase, each Protestant power receives 10 VPs for each Protestant marker (orange crosses) present in an independent pliant minor state. This rule also applies to Catholic powers and Catholic markers (however, Catholics cannot score on the Papal States as they are permanently marked Catholic). White-colored and grey-colored crosses are not counted.
Scoring metric:
For scoring purposes, each year is referred to as a ROUND. GM determines the score for each power during the scoring phase. Score does not carry over from the previous year, however if a player scores for captures/alignments in one year, he/she may score again for the captures/alignments in another. Highest scoring power is designated the winner of the round. If ties occur for the top score, then no winner is declared for the round.
GAINED ADVANTAGES
The winner of a round is entitled to the following advantages:
(1) Levy an army: Winning player may raise an army in any of his/her unoccupied territories (if territory is coastal player may opt for a fleet); or, a player may levy an army in a minor state that is aligned, and has an unoccupied province (however, the levied army belongs to the minor state). This is a one-time action. Levied army is still subject to the adjusment phase. Example: Austria decides to levy an army in Austrian-aligned unoccupied Switzerland (an army for the Swiss). If the Swiss army can capture a center, the Swiss army will be maintained into the next year. As part of the build orders, winning player must submit where an army will be levied.
(2) Forced march: Winning player has the option of performing a forced march order only once at any phase in the coming year. The order is a one time attempt whether successful or not. A forced march involves submitting two orders simultaneously to a army unit on the board. First order must be a movement order, and the second order can be a movement or support. Example of a forced march order:
A(SWI) - WUR || WUR S RHI-HES
The example above orders an army unit from SWI to WUR followed by the same unit supporting a move from RHI to HES from WUR. The two orders are separated by two parallel lines. The second is only adjudicated if the first order is successful.
(3) Diplomatic attack: A diplomatic attack order may be submitted only once during the coming year, but during any movement phase of choice. The player will select one state where he/she has deployed or will be deploying INFs and then directs an attack against another player/power that also has INFs invested there (or will be deploying there). Diplomatic attacks are resolved after INFs have been deployed. The order should indicate the minor state of interest and the target of the attack. Typical syntax for the order of the diplomatic attack:
MINOR STATE > POWER
Diplomatic attacks are resolved by a MUTUAL REDUCTION. In the attack, the power with the lesser number of INFs invested removes all and the power with larger number of INFs invested loses equal amount.
SANCTIONS
Sanctions or game modifiers will either give an advantage or impediment to Protestant or Catholic powers. Rules mentioned in the sanction supersede the general rules.
Distribution of lists: The GM will present to each player a randomly-generated list of five sanctions (much like a dealing out of cards) before the start of the game. It is at the discretion of the GM to decide on a system for randomizing the lists, but must adhere to the following: (1) No player can receive duplicates on their list, but sanctions can replicate between players; (2) All sanctions should be distributed at least once. The list is kept hidden from other players.
Submission: At the build phase each player is required to select one sanction from his/her personal list to support or challenge and this is submitted along with the build orders to the GM.
Selection: GM will select a sanction based on overall ranking. Each sanction is ranked within its category. For example, the Protestant Union is ranked first in its category with a value of 8 and Embargo on France ranks last with a value of 1. The GM will consolidate the values of each sanction individually from each player. For example if two supportive players submit the Protestant Union then the consolidated value will be 16. If a player submits a challenge, then the value is deducted. If an event ranks high, i.e., highest greater-than-zero value, overall, it is enacted for the coming year. If 2 or more are equally ranked at the top of the list then the GM will enact those sanctions for the coming year. When the GM distributes the build adjudication, there will also be a list showing what each player submitted for sanctions, as well as whether it was supported or challenged.
Elimination from lists: Once a sanction is put into effect, it is removed from all players' lists whether submitted or not. Those sanctions that have not been put into effect can still be resubmitted by players in another year. A player who no longer has sanctions to submit, no longer participates in the submission process. If certain conditions prevent a sanction from coming into effect, then the player may refrain from submitting the sanction until conditions are right. However, if the player still has other sanctions on his/her list that may be used, he/she is obligated to submit. If a sanction can never be played, due to, for example, an elimination of a power, then it is removed from players' lists; or if a sanction is continuously repeated as a challenge when no other player has the same sanction to be challenged, then it may be removed. If a sanction is used as a challenge, it is eliminated only from the list of submitters making the challenge, and only if the sanction has been submitted, in support, by another player or players. For example, Denmark submits Protestant Union (+8), and both Spain and Austria have and submit challenges to the Protestant Union (-16), which therefore successfully prevents the passing of the sanction. Spain and Austria must remove the sanction from their lists, but not Denmark. Denmark will still have the option to re-submit the sanction in the next year. However, had Denmark not submitted the sanction, Spain and Austria would not be required to remove the sanction from their lists.
Protestant advantages
Protestant Union (8)
Deployment of INFs to Rhineland (RHI), Hesse (HES), Brandenburg/Pomerania (BRA), and Baden-Wuerttemburg (WUR) is solely permitted to the Protestant powers. All Catholic influence is removed from RHI, HES, BRA, and WUR. This modifier is available as long as the Rhineland is still an independent pliant state. The modifier cancels when RHI is captured. A Union member cannot dislodge or support the dislodgment of another Union member's unit, even if that dislodgment is unexpected. A Union member cannot capture another Union member's center, but may freely move through the others territories.
Saxon intervention (7)
Deployment of INFs to Saxony (SAX) is solely permitted to the Protestant powers. This modifier is available as long as the Saxony is still an independent pliant state. The modifier cancels when SAX is captured.
Bethlen's intervention (6)
Deployment of INFs to Transylvania (TRA) is solely permitted to the Protestant powers. This modifier is available as long as Transylvania is still an independent pliant state. The modifier cancels when TRA is captured.
Kejserkrig (5)
Deployment of INFs to Lower Saxony (LOWR) is solely permitted to Denmark. This modifier is available as long as Lower Saxony is still an independent pliant state. The modifier cancels when LOWR is captured.
Dutch intervention (4)
Deployment of INFs to the Dutch Provinces (DUT) is solely permitted to the Protestant powers. This modifier is available as long as the Dutch are still an independent pliant state. The modifier cancels when DUT is captured. Dutch units may retreat.
Embargo Spain (3)
This sanction prevents Spain from deploying INFs to a selected minor state. If two or more players submit this sanction, and it passes, then the players must agree on which which state will receive the restriction, otherwise the sanction is voided. States that cannot be selected are those mentioned in the Anti-Hapsburg campaign, Protestant Union, and the Catalonian revolt.
Embargo Austria (2)
This sanction prevents Austria from deploying INFs to a selected minor state. If two or more players submit this sanction, and it passes, then the players must agree on which which state will receive the restriction, otherwise the sanction is voided. States that cannot be selected are those mentioned in the Anti-Hapsburg campaign and Protestant Union.
Embargo France (1)
This sanction prevents France from deploying INFs to a selected minor state. If two or more players submit this sanction, and it passes, then the players must agree on which which state will receive the restriction, otherwise the sanction is voided. States that cannot be selected are those mentioned in the Protestant Union.
Catholic advantages
Catholic League (7)
Deployment of INFs to Bavaria (BAV), Franconia (FRA), and Westphalia (WES) is solely permitted to the Catholic powers. All Protestant influence is removed from BAV, FRA, and WES. This modifier is available as long as Bavaria is still an independent pliant state. The modifier cancels when BAV is captured. A League member cannot dislodge or support the dislodgment of another League member's unit, even if that dislodgment is unexpected. A League member cannot capture another League member's center, but may freely move through the others territories.
Polish intervention (6)
Submitting INFs to Poland is solely permitted to the Catholic powers. This modifier is available as long as Warsaw has not been captured. Polish units may retreat.
Ecclesiastical reservation (5)
This sanction prohibits a Protestant power from capturing a minor state, or placing a Protestant-majority marker in the affected state. Catholic players may select a minor German or Italian state within the Holy Roman Empire where the restrictions will be imposed. Ecclesiastical reservation cannot be applied to the Papal States, Venice, Dutch Provinces, the Iberian states, Sweden, Poland, southeastern European states (CRO, TRA, and MOL), Maghreb (North African) states, Ireland, and Scotland. The submission of the sanction should include the state to be affected, which means up to 3 states may be considered (one submitted by each Catholic power), or more if Protestant powers support the sanction. Although a Protestant power cannot capture the affected minor state, it may however occupy it, and may still deploy INFs and orders to it. A minor state aligned with a Protestant power cannot capture the affected state, but may occupy it as well. A minor state under Ecclesiastical reservation is marked with a white cross. If the affected state obtains a Catholic-majority status, a Catholic marker may still be place along with the Ecclesiastical reservation marker.
Swedish-Polish rivalry (4)
Sweden is barred from deploying INFs to Poland.
Embargo Sweden (3)
This sanction prevents Sweden from deploying INFs to a selected minor state. If two or more players submit this sanction, and it passes, then the players must agree on which which state will receive the restriction, otherwise the sanction is voided. States that cannot be selected are those mentioned in the Catholic League and Poland.
Embargo Denmark (2)
This sanction prevents Denmark from deploying INFs to a selected minor state. If two or more players submit this sanction, and it passes, then the players must agree on which which state will receive the restriction, otherwise the sanction is voided. States that cannot be selected are those mentioned in the Catholic League.
Embargo England (1)
This sanction prevents England from deploying INFs to a selected minor state. If two or more players submit this sanction, and it passes, then the players must agree on which which state will receive the restriction, otherwise the sanction is voided. States that cannot be selected are those mentioned in the Catholic League and Ireland.
Miscellaneous sanctions
Anti-Hapsburg campaign (7)
Austria and Spain restricted from deploying INFs to DUT, TRA, RHI, LOWR, and SAV.
Bohemian revolt (6)
Austria cannot build in BOH. Austria restricted from deploying INFs to Protestant-majority states or newly formed Protestant-majority states. An Austrian unit in Bohemia that is dislodged by a Protestant power's unit is automatically disbanded. An Austrian unit that is dislodged elsewhere cannot retreat into Bohemia. Although in revolt, Bohemia still serves as a supply center for Austria.
Huguenot rebellion (5)
French cannot build in GUY. French restricted from deploying INFs to Protestant-majority states or newly formed Protestant-majority states. A French unit in Guyenne that is dislodged by a Protestant power's unit is automatically disbanded. A French unit that is dislodged elsewhere cannot retreat into Guyenne. Although in revolt, Guyenne still serves as a supply center for France.
Catalonian revolt (4)
Spain barred from deploying INFs to Catalonia.
Irish Catholic rebellion (3)
Protestant powers are barred from deploying INFs to Ireland.
Enforced neutrality (2)
All powers are barred from deploying INFs to neutral states and newly formed neutral states.
Abrogate (1)
Player may select a sanction currently in effect and request its cancellation (e.g., dissolve the Catholic League). If two or more players submit this sanction, and it passes, then the players must agree on which sanction to cancel, otherwise the sanction is voided.
BUILD/ADJUSTMENT PHASE
Provinces: Provinces without centers held by a foreign unit at the build phase are automatically annexed by the occupier.
Waiving the capture of a center: The power occupying a foreign center, or a province at the build phase may waive the capture of the center or province. This may be arranged by the player (and communicated to the GM) to avoid depriving a center from an ally. The decision must be made prior to the build phase (preferably Fall phase). Once the decision is made no reversal is allowed until the next build phase.
Concerning supply centers: Each supply center controlled during the build phase provides the resources to field 1 army or 1 fleet (as in standard Diplomacy). Players may build new units on any unoccupied home center.
Re-building a minor state's army: Minor states automatically re-build their unit during the adjustment phase if the center has not been captured.
ABANDONMENT AND/OR CIVIL DISORDER
When a power is abandoned, and the GM is unable to find a replacement, then the power will be dissolved at the winter phase. All remaining units disband. Each remaining center becomes a pliant minor state with newly built unit (coastal provinces given fleets and inland provinces given armies). All other provinces are left as unaligned passable states. See ELIMINATION AND EFFECTS OF for rules regarding the influence distributed by the abandoned power.
SPECIAL NOTES ABOUT MOVEMENT ON THE BOARD
Army units and fleets may freely move between IRE and SCOT, and between ANDL and SUL. Holstein (HOL) has two separate coasts and players must specify which side the fleet moves to.
ELIMINATION AND EFFECTS OF
A power is eliminated when all of its home centers have been captured, even if the power has acquired foreign centers during the game. All remaining units disband. The acquired foreign centers are liberated when the power is eliminated, and each liberated state will acquire a new unit (coastal provinces given fleets and inland provinces given armies). Any player who has been eliminated cannot continue receiving nor deploying INFs for the remaining years, and all scores are ceded. INFs of the eliminated power (or abandoned power) that have been deployed to all minor states are removed after the scoring phase, and the statuses of the minor states reassessed at the opening phase of the year (Overture). All remaining provinces of the eliminated power are to be left unmarked and passable.
VICTORY CONDITIONS
Victor by rounds: The power that wins 5 rounds (not necessarily consecutive rounds) takes immediate victory. However, the number of rounds that are required for victory can be negotiated by the players before the start of the game.
Automatic Protestant victory: A Protestant power that captures Rome (ROM) will have an automatic victory, irrespective of won rounds.
Victory by agreement: If a game plays for a too extended period of time, and no clear victor is in sight, players may agree to stop the game and allow the GM to call a winner. This must be a unanimous agreement. GM could select a winner based on number of won rounds or if there are ties for most rounds won, then GM selects winner based on accumulated score.
CONDITIONS TO FORCE AN AUTOMATIC DRAW
Under certain conditions, a player or players may salvage a losing situation by forcing a draw. Draw conditions are given below.
Elimination of Protestant powers: If all Protestant powers are eliminated, all remaining Catholic powers draw irrespective of won rounds.
Elimination of Catholic powers: If all Catholic powers are eliminated, all remaining Protestant powers draw irrespective of won rounds.
Ottoman expansion into Europe: Should the Ottomans acquire and hold 5 Christian centers (for a total of 7 centers or more), a draw is reached between the remaining powers irrespective of won rounds.
Ottoman capture of Rome: With the capture of Rome by an Ottoman unit, remaining Protestant powers draw irrespective of won rounds. If only one Protestant power remains it forces a draw between all remaining powers.
REFERENCES/ACKNOWLEDGEMENTS
History, concepts, and rules adapted from:
Core Rules
Standard Diplomacy by Allan Calhamer (Rest in peace!)
Adapted Map Structure, Unit Positions, and Supply Centers
1600 by Tommy Larsson
1648 by Charles Feaux de le Croix
Influence of Minor States and Units
"Ambition and Empire" by B. M. Powell and Jeff Kase
"Classic Payola" by Manus Hand and John Woolley
"Intimate Diplomacy" by Adrien Baird and Steve Doubleday
Status of States and Their Treatment; Victory Points
"Formal Diplomacy" by E. Sabatine and Edi Birsan
Diplomatic Attacks, Victory Conditions, and Scoring System
"Origins of World War 1" by Jim Dunnigan
"Origins of World War 2" by Jim Dunnigan and Thomas Shaw
Political and Military History
"The Thirty Years War" by C.V. Wedgwood
"The Thirty Years War: Europe’s Tragedy" by Peter H. Wilson
Wikipedia entry:- http://en.wikipedia.org/wiki/Thirty_Years'_War.
Britannica entry:- http://www.britannica.com/EBchecked/topic/592619/Thirty-Years-War.
Other sources
"Machiavelli" Diplomacy variant
Play-testers
My gratitude to the following individuals for their time in play-testing of this variant:
Christian Schanner
Ewoud Wiering
Chris Lee
Chun Wang Lau
Andrew Port
Mark Utterback
Max Victory
Steven Caponigri
Aaron Havas
Greg Bim-Merle
Design advise:
Charles Feaux de le Croix
members of HISTORUM discussion forum
EUROPE 1615 MAP AND STARTING POSITIONS
Legend:
BLUE = FRANCE
RED = AUSTRIA
YELLOW = SPAIN
GREEN = ENGLAND
PURPLE = DENMARK
ORANGE = SWEDEN
LIGHT BROWN = OTTOMANS
DARK GREY = POLAND