Difference between revisions of "Europe 1615: Prelude to War"

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=INTRODUCTION=
 
=INTRODUCTION=
  
Early in the 17th century, Europe was embroiled in a political and religious war that historians have called the Thirty Years War, a war that culminated in a large number of casualties from battle, famine, and plagueIt has been described as a clash between the Protestant factions of Germany and the Austrian and German Catholics, yet from another perspective it has been viewed as the continuation of an age-old struggle of dominance between the kings of France, the princes of Germany, and the Habsburgs of Austria.
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The Europe 1615 Diplomacy variant allows players to take the reigns of one of the great powers of the time:  Austria, France, Spain, England, and the Scandinavian Kingdoms (Denmark and Sweden).  For the purposes of this game, Denmark and Sweden are treated as in a permanent alliance and controlled by one player.    During the game, players deploy influence points (INFs) to secure religious and political control over minor states.  The Ottoman Empire can be influenced as well, and may be controlled anonymously by a playerVictory is measure by the gain of victory points (VPs) through various aspects of the game (military and political objectives).  Game begins in 1615 and runs up until the end of 1620.  Each game year consists of an influence phase, 3 movement/retreat phases, and a build phase (and in some years, a scoring phase).  
  
The Europe 1615 Diplomacy variant allows players to take the reigns of one of the great powers of the time most closely involved with the Thirty Years War which commenced in 1618:  Austria, France, Spain, England, and the Scandinavian Kingdoms (Denmark and Sweden).  For the purposes of this game, Denmark and Sweden are treated as in a permanent alliance and controlled by one player.  The interaction of these great powers with each other and with the German and Italian states, vassal states of the Ottoman Empire, and other minor states will define the course of the game.  The game begins in 1615 with a political and religious influence phase, but military operations do not begin until 1616.  The variant adapts rules from a distant game of diplomacy called Origins of World War 1 (and 2).  Game is played on two levels: military and political.  
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Standard 5th Edition rules of Diplomacy apply with modifications as described below.
  
During the game, players deploy influence factors (INFs) and initiate diplomatic attacks to secure religious and political control over the minor states.  This can impact the movements of units in the game, and victory points are assessed on both levels giving several possible paths to victory for each player.  To round out the mechanics of this variant, there are the use of ports to limit the activities of the fleets, variable-valued supply centers, and rules that affect build sites.  Victory is measure by the gain and loss of victory points (VPs) through various facets of the game (military and political objectives).  Game runs for a time limit determined by the GM and agreed upon by the players.  Each game year beginning with 1617 consists of a politics/religious influence phase, and 2 movement/retreat phases and a build phase.
 
  
Standard 5th Edition rules of Diplomacy apply with modifications as described below.
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=PHASES OF THE GAME YEAR=
  
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Before the start of a game year:
  
=PHASES OF THE GAME YEAR=
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1- Political and Religious Influence  + Diplomatic Attack Phase
  
 
Each game year is divided into the following phases:  
 
Each game year is divided into the following phases:  
  
1- Political and Religious Influence Phase
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2- Spring Movement and Retreat Phase
  
2- Diplomatic Attacks
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3- Summer Movement and Retreat Phase
  
3- Spring Movement and Retreat Phase
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4- Fall Movement and Retreat Phase
  
4- Fall Movement and Retreat Phase
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5- Winter Ownership/Build/Adjustment Phase
  
5- Ownership/Build/Adjustment Phase
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At the end of 1616, 1618, and 1620 there is an additional phase called the Scoring Phase
  
  
 
=POLITICAL AND RELIGIOUS INFLUENCE PHASE=
 
=POLITICAL AND RELIGIOUS INFLUENCE PHASE=
  
At the start of the game, year 1615, each power receives a number of influence factors (INF) to use for influencing the minor states.   INFs represent the time, funds, and diplomatic efforts devoted to a particular foreign policy.  The starting number of INFs for each power is given below:
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Each power receives influence points (INFs) each year to distribute to the minor states.    
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==INFs Received per Year==
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[[Image:INF_distr_ver5.jpg]]
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'''INF gains and losses:''' Powers also receive INFs from the capture of a supply center (see table of pliant minor states and INF values).    This gain is maintained as long as the power maintains control of the minor state.
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(1) If the captured supply center of a minor state is controlled by the opposing religion, no gain of INFs can be made until the status changes.
  
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(2) A power will lose INFs from the loss of a home supply center equal to the value of the supply center. 
  
Austria = 67
 
  
England = 53
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'''INF distribution:''' During this phase, each major power deploys all available INFs to selected states (minimally 5 INFs to each selected state).  INFs already deployed cannot be moved.  After deployment, GM publishes the results of the deployments, which powers have deployed to which states, but does not reveal the actual number of INFs deployed by each power; instead, the percentage of INFs held is published.  A listing of the minor states that may be influenced is given below. 
  
Scandinavia = 46
 
  
France = 42
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==List of Pliant Minor States, SC Values, and INF values==
  
Spain = 35
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[[Image:minor_v10.jpg]]
  
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'''Note:''' The Catholic powers, only, may deploy INFs to the Papal States (PAP) [consists of Rome (ROM) and the Marche (MAR)].  Poland (POL) consists of the provinces of Warsaw (WAR), Danzig (DAN) and Posen (POS), therefore, their statuses will match POL.  Lithuania (LIT) consists of Samogitia (SAM) and Vilnius (VIL).  Two-letter designations for each minor state are given to label the armies/fleets on the board.   
  
For subsequent years, beginning with 1617, the powers receive the same number of INFs plus an additional 1 INF for every 10 VPs gained from a supply center captured beyond home centers, or minus 1 INF for every 10 VPs lost from dispossessed supply centers.  These changes are permanent. 
 
  
During this phase, each player establishes influence over the minor states by distributing some or all the INFs.  Any unused INFs are placed in the power’s home box, saved for later use.  However, in the first year, each player must distribute all INFs, with a minimum deployment of 5 INFs in a selected minor state, and a maximum of 25 INFs.  Players should discuss placement of INFs before submitting their deployment list to the GM. 
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==List of Other Provinces, SC Values, and INF Values==
  
For subsequent years, a power can place any amount of INFs in a minor state.  Additionally, a power may place INFs in another power’s home box (purpose is explained below).  Points accumulate each year and change with the results of the “diplomatic attacks” (as discussed below).  Points placed in the home box may be re-deployed in following years.  However, those points already deployed cannot be moved.  A listing of the minor states that may be influenced is given below.
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[[Image:power-provinces_v10.jpg]]
  
  
==List of Pliant Minor States==
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'''Writing the order:''' Typical syntax for the submission of the deployment list is:
  
[[Image:minor_v9.jpg]]
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INFs: MINOR STATE 1
  
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INFs: MINOR STATE 2
  
Note: The Catholic powers, only, may deploy INFs to the Papal states. 
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INFs: MINOR STATE 3
  
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etc.
  
==Diplomatic Attacks==
 
  
Note: Diplomatic attacks are not performed in the first year.
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(Example: France wishes to deploy 5 INFs to Saxony, and writes 5: SAX. )
  
The GM publishes the distribution of INFs in the first year to present the statuses of the minor states.    For subsequent years, players have a chance to review and negotiate over the INF distribution, and may choose to perform diplomatic attacks.    Each player may choose to conduct a diplomatic attack only once per phase against INFs of another power in one minor state.  The player chooses a state where he/she has invested INFs, and then directs an attack against any other player’s INFs also present in that state (one attack against another power).  Additionally, if 7 or more INFs of one power have been placed in another’s home box, the power has earned diplomatic immunity.  With diplomatic immunity, a power is protected from diplomatic attacks from the power where INFs have been placed.  Diplomatic immunity is reciprocal; neither power will be able to diplomatically attack each other as there is an understanding over diplomatic affairs of the state.  To negate the effect of diplomatic immunity, the affected power must eliminate or reduce the number of INFs of the opposing power to 6 or less with diplomatic attacks.   
 
  
The decisions of the players are then communicated at the same time to the GM, much like the simultaneous submission of orders for units.  Each player submits multiple orders to perform diplomatic attacks, where each order indicates the name of minor state and the target of the attack, but only one will be followed for reasons described below.  Diplomatic attacks are submitted in secret to the GM, however, players may discuss these attacks, may make promises, but no one is obligated to adhere to any agreements. 
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==Influencing the Ottoman Empire and the Barbary States==
  
The national order of attacks is dependent on the number of INFs received for the year, basically, from least to greatest.  Therefore, in 1617, the order is: (1) Spain, (2) France, (3) Scandinavia, (4) England, and (5) AustriaIn case of ties, follow the order of the previous year.   
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The Ottoman Empire (OTE/Ot) is treated much like the pliant minor states, however, the Empire spans over several provinces and has 3 units in its military service: A(SAL), A(SER), and A(BUL).  As a whole, INFs may be deployed to the Ottoman Empire.  The Barbary States consist of Morocco (MOR), Algiers (ALG/Al), and Tunis (TUN/Tn), and INFs can be deployed to each separately.    At the start of the game no power can deploy INFs to the Ottomans or the Barbary States.  These states begin as neutralsPlayers may begin deploying INFs to those states at the opening of 1616.  The GM keeps the deployment of INFs to the Ottoman Empire secret, and only reveals the status of Empire.   
  
GM consults the Diplomatic Attack Table shown below, to determine outcome of the attacks.    Additionally, for the year 1617, the French player must submit an alternative order because it is possible that the first ordered attack cannot be performed due to a loss of INFs from a Spanish diplomatic attack.  The Scandinavian player must submit 2 alternative orders if the first ordered attack cannot be performed due to a loss of INFs from a French and/or Spanish attack.  As such, the GM consults the first alternative order of Scandinavia, and if this is not doable the GM consults the second alternative order.  England must submit 3 alternative orders, and Austria must submit 4, for similar reasons.  Since Spain goes first in the national order of the diplomatic attacks, there is no need for Spain to submit alternate orders. 
 
  
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==DIPLOMATIC ATTACK ORDER==
  
===Diplomatic Attack Table===
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'''First year:'''  Diplomatic attacks are not performed in the first year. 
  
[[Image:DAT_v2.jpg]]
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'''Ottoman Empire:'''  Diplomatic attacks are not performed at any time in the game within the Ottoman Empire.
  
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'''Purpose:'''  Diplomatic attacks offer players an opportunity to potentially alter the results of the influence phase.  Basically, a player will select one state where he/she has deployed INFs and then directs an attack against another player/power that also has INFs invested there.  Diplomatic attacks allows a player to (1) reduce the influence of another power in a minor state to gain the alignment, (2) aid an ally by reducing the influence of an opposing power, or (3) change the neutrality of a minor state. 
  
Diplomatic attacks are determined by a random throw of 3 six-sided dice.  If players are uncomfortable with accepting the GM’s account of “unseen” dice rolls, players and GM may utilize stock market prices for a given day as a means of generating random numbers.  Note: In the case where the ratio of INFs of the attacker to the defender is equal to or greater than 5-to-1, then no roll is performed, and defending INFs are removed. 
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'''Submission:'''  The decision of a player is then included with the submission of the INF deployment lists to the GM.  Each player submits one order to perform a diplomatic attack, where the order indicates the abbreviation of minor state and the target of the attack.    Typical syntax for the order of the diplomatic attack:
  
===Optional Approach to Diplomatic Attacks===
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MINOR STATE > MAJOR POWER
  
Since diplomatic attacks introduce a random element to the game, they may be handled by resolving all attacks with an exchange (EX).  This negates the use of dice rolls to resolve the attacks.  The use of this method should be decided at the start of the game and agreed upon by all players.   
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(Example: England wishes to perform a diplomatic attack against French INFs in Rhineland, so, writes RHI > France.)
  
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'''Sequence of attacks:'''  The sequence of attacks is dependent on the number of INFs received for the year, basically from least to greatest.  Therefore, in 1616, assuming that there are no changes in the number of INFs received for the year, the sequence is: (1) England attacks first, then (2) Austria, (3) Scandinavia, (4) France, and finally (5) Spain .  In case of ties, follow the sequence of the previous year. 
  
==Political Mark of the Minor States After the Influence Phase==
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'''Effect:'''  Diplomatic attacks are resolved by a MUTUAL REDUCTION. In the attack, the power with the lesser number of INFs removes all and the power with larger number of INFs loses equal amount.    It is also the only time when the GM reveals the numbers of INFs distributed to states in question, where diplomatic attacks are occurring. 
  
At the end of the diplomatic attack phase the following is considered:
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'''Example of play:'''  England has deployed 5 INFs in LOR.  France has deployed 10 INFs in the LOR, and Spain has deployed 5 INFs.    England is first in sequence before France, and decides to perform a diplomatic attack against France in the LOR.  France, however, submits an order to attack Spain, and Spain submits an order to attack England.  The result is that England loses all INFs in LOR and France is reduced to 5 INFs.    Since INFs remain for France, the result of the French attack against Spain is that both French and Spanish INFs are reduced to zero.  Spain is unable to perform its attack due to the lack of INFs, and so its order is reported as FAILED.  LOR is then left unmarked if no other INFs are present. 
  
(1) Political status of the minor state is not established if there are less than 5 INFs present.
 
  
(2) Political status of the minor state is NEUTRAL if no single major power holds 60% or more of the total INFs present in the minor state. 
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==Political Status of the Minor States After the Influence Phase==
  
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After the influence & diplomatic attack phase the following is considered:
  
(3) Political status of the minor state is ALIGNED if a single major power holds 60% or more of the total INFs present in the minor state, and has invested minimally 5 INF. Minor states marked as ALIGNED are essentially in allegiance with the major power holding the most influence as specified above.
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'''Status of minor state:'''  The minor state is marked as ALIGNED or NEUTRAL depending on the whether a power holds 50% percentage or more of invested INFs in a minor states.   Minor states marked as ALIGNED are in allegiance with the major power holding the most influence.  For two powers equally invested in a minor state, the minor state will be marked as NEUTRAL.
  
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'''Minimum # of INFs for an alignment:'''
  
==Religious Mark of the Minor States After the Influence Phase==
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Minor States & Barbary States = 5
  
The combined INFs remaining for England and Scandinavia represent the political influence of the Protestant factions in the province.    The combined INFs of Austria, France and Spain represent the political influence of the Catholic factions in the province.  Control of a province by either the Protestants or Catholics is determined by the following:
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Ottoman Empire = 15
  
(1) Religious status of the minor state is not established if there are less than 9 INFs present.
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'''The required percentage of INFs for gaining the alignment of the Ottoman Empire:'''
  
(2) Religious status of the minor state is TOLERANT if no single religious faction holds 75% or more of the total INFs present in the minor state. (TOLERANT would suggest that the government and populace are composed of both Protestant and Catholic members.  The minor state is not swayed in any particular direction.)
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[[Image:alignment-otto-req_v1.jpg]]
  
-or-
 
  
(3) Religious status of the minor state is CONTROLLED if a single religious faction holds 75% or more of the total INFs present in the minor state, and a minimum of 9 INFs are present for that faction.  (CONTROLLED refers to nearly exclusive dominance of one religion in the government and populace.)  
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'''Example of play''':  The political status of the minor state is ALIGNED if a single major power holds 50% or more of the total INFs present in the minor state and has minimally 5 INFs invested.  The allegiance of the Ottoman Empire, in 1616, requires that a major power holds 80% or more of the total INFs present and minimally 15 INFs invested. The GM keeps the aligned major power for the Ottoman Empire secret.  Political status of a minor state is not established if there are less than 5 INFs present.  Minor state is then considered UNMARKED.  (If there are less than 15 INFs in the Ottoman Empire, its status will default to NEUTRAL; this rule also applies to the Barbary States when there are less than 5 INFs present.)
  
  
==Benefit of an ALIGNED Minor State==
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==Religious Status of the Minor States After the Influence Phase==
  
If the political status is ALIGNED, the major power that holds the 60%-or-more majority of INFs in the state is afforded the benefit of submitting HOLD or SUPPORT orders to the minor state's unit.  
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The combined INFs remaining for England and Scandinavia represent the influence of the Protestant factions in the state.    The combined INFs of Austria, France and Spain represent the influence of the Catholic factions in the state.  Control of a province by either the Protestants or Catholics is determined by the following:  The religious status of the minor state is CONTROLLED if a single religious faction holds the minimally required percentage for the year of the total INFs present in the minor state and has minimally 10 INFs invested (see tables below).  If the condition above is not met then the state is marked as religiously NEUTRAL.  Religious control is marked on the map throughout the game and becomes important during the influence phase, scoring phases, and the build phases.  Papal States will always be marked as Catholic controlled.  Religious status for the Ottoman Empire and the Barbary States do not change.  They are, for the purposes of this game, permanent Islamic states.
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'''Percent Requirement by Year for the Religious Control of a State:'''
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[[Image:control-req_v1.jpg]]
  
  
 
==Rules Concerning Political Status of Minor States==
 
==Rules Concerning Political Status of Minor States==
  
(1) If the political status is not established, any major power may attack and occupy the state.
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(1) If the political status is not established, any major power may move into or capture the minor state.
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(2) If the political status is NEUTRAL, no major power can enter the minor state as it violates the neutrality status.  Neutral units within neutral states cannot receive support.   
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(3) If the political status is ALIGNED, the major power that holds the majority of INFs in the minor state can submit HOLD, SUPPORT, MOVE/ATTACK, or CONVOY orders to the minor state's unit.  Major power will also be responsible for ordering retreats for the unit (or new builds, as in the case of the Ottoman Empire).  The major power cannot dislodge or support the dislodgment of the minor state's unit, even if that dislodgment is unexpected.  Additionally, the major power may SUPPORT the unit's HOLD or MOVE (other powers may SUPPORT the unit as well).  If no unit is present in an ALIGNED minor state, any major power may enter freely.  For a power aligned with the Ottoman Empire, the power may submit orders to all units of the Empire, and the GM keeps the player anonymous, but orders are published in adjudication.  Communications with the Ottoman Empire should be conducted by public white/grey press or through the GM.  
  
(2) If the political status is NEUTRAL, no major power can attack or enter the minor state as it violates the neutrality status.    This also applies to retreating units: a retreating unit cannot enter a neutral state.  Neutral units cannot receive support.  Treat NEUTRAL minor states much like the impassable Switzerland of standard Diplomacy.  Note: GM will always remind players if a neutrality violation will occur with orders submitted, and will request changes.  If no changes are submitted then those orders that will cause a violation will be adjudicated as FAILED. 
 
  
-or-
 
  
(3) If the political status is ALIGNED, the major power (to which the minor state is ALIGNED to) is not allowed to attack/dislodge the minor state's unit, however, the major power may SUPPORT the unit (other powers may SUPPORT the unit as well).  If no unit is present in an ALIGNED minor state, any major power may enter freely.
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==Rules Concerning the Minor State and Its Army==
  
NoteA power cannot dislodge or support the dislodgment of its ALIGNED minor state's unit, even if that dislodgment is unexpected.  
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'''Restriction:''' The minor state's army cannot capture a supply center.  However, the units of the Ottoman Empire are able to capture supply centers and contribute to its expansion.
  
'''Contestation:''' If the minor state's unit is attacked/dislodged by a foreign power and thus disbanded, the aligned major power (or any other power for that matter) is given the right to attack the occupying foreign unit.  In such a situation the minor state will be marked as CONTESTED.   
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'''Disbanding:''' If the supply center of a minor state is captured when the state's army is position elsewhere on the board, the army is disbanded at the build phase.   
  
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'''Movement:'''  A major power may move into its ALIGNED state if the army is not present, but cannot capture the supply center as long as it is aligned. 
  
==Occupation of the Minor States==
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'''Concerning neutrality:'''  If minor state changes to a neutral state, a major power's army situated in the minor state can still function to support, attack, hold, etc., however, if the army maintains its position into a build phase, it is then interned and disbanded.  If the army moves out of the neutral state, no other army can enter, but while holding its position in the neutral state it is open to attack and dislodgment (neutral state harbors an active power's unit, so other powers have the right to attack). 
  
If a major power attacks and occupies a minor state that is unmarked or marked as ALIGNED with another power, followed by change in ownership at the build phase (occupying power maintains its position in the minor state at the build phase and takes ownership of the state & supply center), then no major power may place INFs in that state during the coming political and religious influence phase (the state ceases to be a pliant minor state and is permanently withdrawn from the list)The minor state is now considered the DOMINION of the occupying power.  The occupying power will earn VPs for the capture of the supply center and additional INFs as mentioned above.   
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'''Allegiance:'''  The minor army's allegiance changes according to its state's status, but if the state becomes neutral after the army has moved, the state's army holds its position where ever it is on the board, and is disbanded if dislodgedNeutral army's position may be supported if it is not in its state of origin.   
  
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'''Capture of the minor state:''' If a major power captures a minor state's supply center, then the state is permanently withdrawn from the list of pliant minor states.  It can no longer be influenced.    The occupying power will earn VPs for the capture of the supply center and additional INFs as mentioned above, but forfeits any VPs that could be earned from the Objectives Table at the scoring phase.  If the minor state was marked as religiously controlled, it retains that status even after being captured; however, it loses any alignment status, and all INFs invested in the state are locked in as is.  Religious control is still subject to the changing percentage threshold by year.   
  
==Objectives: Victory Points Based on Religious Status of the Minor States==
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'''Note:''' All SCs of the Ottoman Empire must be captured for the state to be eliminated from the list. 
  
Victory points are awarded at the end of the game depending the alignment and religious status of the minor states as shown in the Objectives Table and VP Awards.  It is important to note that this rewards system only applies for minor states that have not become a DOMINION of a major power.  It will be up to the player to weigh the benefits and drawbacks of capturing a minor state’s supply center versus supporting its position and alignment. 
 
  
===Objectives Table and VP Awards (VPs based on Religious Control)===
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=SCORING PHASE: Earning Victory Points (VPs) Based on Alignment/Religious Status of the Minor States and the capture of SCs=
  
[[Image:objectives_v12.jpg]]
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Victory points are awarded at three periods in the game. Scoring depends on the capture of SCs, and a reward system based on the alignment and religious status 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 major power.  It will be up to the players to weigh the benefits and drawbacks of capturing a minor state’s supply center. 
  
===Explanation and Examples===
 
  
Reviewing the table above: If at the end of the game Saxony is Catholic controlled, then Austria can garner 54 VPs for the religious status as long as the state is ALIGNED towards Austria, and not a DOMINION of Austria (or any other power for that matter).  If Saxony is ALIGNED with France, then only France will garner  22 points at the end.    To prevent France from obtaining VPs, Austria must invest INFs in Saxony to try and alter the alignment.    For NEUTRAL minor states under Catholic control, all Catholic powers that have invested INFs in the minor state will earn VPs at the end of the game.  The same is true for the Protestant powers that have invested in NEUTRAL states under Protestant control. 
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==Victory Point Value for the Capture of a Minor State or Province==
  
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[[Image:SC-VP_v1.jpg]]
  
=MOVEMENT PHASE: RULES CONCERNING FLEETS AND ARMIES=
 
  
Orders are submitted in the same manner as in standard Diplomacy.  A HOLD or a SUPPORT order can be submitted to units in minor states that are ALIGNED with a player's power. 
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==TABLE 1: Objectives Table and VP Awards (Rewards for Alignment)==
  
Fleets can only move into or support a move into a coastal province that has a port (anchor).  Fleets are allowed to convoy armies to any coastal province whether or not a port is present.  Certain orders on fleets are deemed illegal based on the location of the port.   These are given below:
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[[Image:objectives-half_v1.jpg]]
  
F(ADR)-PAP
 
  
F(ADR)-NAP
 
  
F(NTH)-HOL
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==TABLE 2: Awards for Alignment and Religious Control of Minor States==
  
F(GOT)-SKA
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[[Image:objectives_v13.jpg]]
  
F(NTH)-DEN
 
  
F(ATL)-SCO
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==Explanation and Examples==
  
F(ATL)-IRE
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Reviewing the tables above: If Saxony is aligned with Austria, then Austria can garner --- VPs at the scoring phase (TABLE 1).  If Saxony is aligned with Austria and Catholic controlled, then Austria can garner --- VPs at the scoring phase (TABLE 2).  No points are garnered for NEUTRAL minor states. 
  
F(CEL)-SCO
 
  
(These orders are also not legal in reverse.)
 
  
Additionally, certain army movements are allowed without the use of a convoy, and given below:
 
  
(1) movement and support between GRA and FEZ 
 
  
(2) movement and support between SIC and NAP
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==Scoring Metric==
  
(3) movement and support between IRE and SCO
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Three cumulative scoring sessions are done: one at the end of 1616, another at the end of 1618, and the other at the end of the game.  Therefore, it is possible for a power to score VPs on the alignment and/or religious control of a minor state 3 times (this also applies to the capture of supply centers).  A player can still score, for example, on the religious control of a minor state in the first-half of the game, even after losing the control in the second-half, as the VPs gained at each scoring phase are permanent.    Based on this system of scoring, players are ensured a score for his/her efforts in the game, regardless of the final outcome of the game (unless the player is eliminated: see below under VICTORY POINTS)
  
(4) movement and support between SCA and DEN
 
  
Units of minor states that are dislodged are immediately disbanded. 
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'''Scoring phases in the game:'''
  
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[[Image:scoring_v1.jpg]]
  
=OWNERSHIP/BUILD/ADJUSTMENT PHASE=
 
  
The player occupying a major power's supply center prior to the build phase may waive the change in ownership of the center.    This may be arranged by the player (and communicated to the GM) to avoid depriving a center from an ally.    Once the decision is made no reversal is allowed until the next build phase.  Note: The option to waive ownership of a supply center does not apply to the supply centers of minor states. 
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=BUILD/ADJUSTMENT PHASE=
  
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, if it is still under control.  Owned home ports may be used as a build site for fleets whether or not it is a supply center.  
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'''Waiving the capture of a supply center:'''  The player occupying a major power's supply center, or a minor state's supply center, or a province at the build phase may waive the capture of the supply center or province.    This may be arranged by the player (and communicated to the GM) to avoid depriving a center from an ally.   Once the decision is made no reversal is allowed until the next build phase.  Provinces or states held by a major power are absorbed into the power, unless it is an ALIGNED state to the power that occupies it.  
  
If a supply center of a minor state is unoccupied and has yet to become a DOMINION of a major power, a new unit is built.   
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'''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 supply center or captured supply center of a minor state (as long as the minor state is not controlled by an opposing religion).  Owned/controlled home ports may be used as a build site for fleets (anchor symbol on map).  Builds are not allowed in captured home SCs of the Ottoman Empire or the Barbary States.  Protestant powers cannot build in a captured Catholic power’s SC or port, and the same rule applies to Catholic powers with captured Protestant SCs or ports. 
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'''Re-building a minor state's army:'''  If a supply center of a minor state is unoccupied and has yet to be captured by a major power, a new unit is built if the original unit was previously disbanded.   
  
  
 
=STARTING POSITION OF UNITS=
 
=STARTING POSITION OF UNITS=
  
France:  A(PAR), A(BOU), A(PRO), F(BRI)
+
France:  A(PAR), A(NOR), A(GUY), F(PRO)
  
Spain:  F(SEV), A(MAD), A(LUX), A(MIL), A(SPA)
+
Spain:  F(GAL), A(MAD), A(LUX), A(MIL), A(NET)
  
Austria:  A(BOH), A(CRO), A(VIE)
+
Austria:  A(BOH), A(SLO), A(VIE)
  
England:  A(WAL), F(LON), A(LNC)
+
England:  A(BRI), F(LON), A(LVR)
  
Scandinavia:  F(SVE), A(DEN), A(HOL), F(NWY)
+
Scandinavia:  F(STO), A(DEN), A(SCA), F(NWY)
  
'''Starting Deficit in Unit Count:''' All major powers begin with two units less than the number of home supply centers. If there are no losses in supply centers by the build/adjustment phase of 1616, then each major power is entitled to at least two new builds. 
+
'''Starting Deficit:''' Each power starts with one fewer units that the number of supply center.  
  
Each pliant minor state begins with a unit with exception to SWI.  Venice, Portugal, and the Dutch Republic begin with and maintain fleets.  Of the Barbary States, TUN and ALG begin with and maintain fleets (these units are in permanent HOLD throughout the game), and the Ottoman Balkans has a unit (also in HOLD throughout the game).  These units may be supported. 
 
  
 +
=VICTORY POINTS =
  
=VICTORY POINTS ADJUSTMENT=
+
Victory is measured by the accumulation of Victory Points (VPs) at completion of the game.  Points are received based on the religious/political situations and capture of supply centers.   
  
Victory is measured by the accumulation of Victory Points (VPs) at completion of the game.  Bonuses are received based on the religious/political situations and military operations.  Bonuses that affect all powers: (1) gain of a supply center beyond home centers= VP value of supply center, a +20, +40, or +80 as indicated on the map; (2) loss of a supply center= VP value of supply center a -20, -40, or -80 as indicated on the map.  Additional bonuses can be garnered at the end of the game for completed objectives.  These objectives are listed in the Objectives Table and VP Awards. 
 
  
'''Mid-Game VP Assessment:'''  After 3 game years of play, GM will pause the game and calculate total VPs for each player based on the current state of affairs: VPs from captured supply centers, and alignment/religious statuses of the minor states.    This should help players gauge their progress if rankings are not apparent. 
+
=Elimination and Effects of=
  
'''Elimination:''' Any player who has been eliminated based on standard Diplomacy rules, the player cannot continue receiving nor deploying INFs for the remaining years.  However, if there are any remaining minor states (with units) aligned to the eliminate power, the player may continue submitting orders to those units.  
+
Any player who has been eliminated based on standard Diplomacy rules, cannot continue receiving nor deploying INFs for the remaining years, and all scores are cededINFs of the eliminated power that have been deployed to all minor states are removed and the statuses of the minor states reassessed at the next influence phase (this includes captured minor states, where the removal of INFs may impact the religious status; and includes the Ottoman Empire and Barbary States, where the alignment can change).
  
  
 
=VICTORY CONDITIONS=
 
=VICTORY CONDITIONS=
  
At the opening of 1622, the player with most VPs wins the game.  If there is a tie between the two top-ranked players, then the game will resume for another year, and VPs reassessed at the opening of the next year.  This will continue until a break in the tie.  
+
At the end of 1620, the player with most VPs wins the game.  If there is a tie in VPs  between the two top-ranked players, then victory will depend on the player with the most supply centers; if there is a tie on SCs, then victory will depend the player with the most INFs.  
  
'''Optional: Alliances and Victory:'''  Two players, before the start of 1619, may form an alliance.  This is a permanent agreement and is communicated to the GM and declared to the other players.  Alliances do not change the rules of the game, but affects victory condition.  It is possible for two alliances to form in the game.  At the end of the game, an alliance wins if the combined VPs of the two allies exceed the total VPs of the other three players (or the other alliance and the fifth player).  Alliances are bound to this rule to the end, so it is possible that a single unaligned player can (1) win the game with a minimum amount of VPs by bringing about a balance of power between two alliances; or (2) exceeding the other two unaligned players in total VPs given the only alliance cannot meet the condition above.  Note: INFs cannot be transferred between allies.
+
'''Optional Alliances and Victory:'''  Two players, before the start of 1618, may form an alliance.  This is a permanent agreement and is communicated to the GM and declared to the other players.  Alliances do not change the rules of the game, but affects victory condition.  It is possible for two alliances to form in the game.  At the end of the game, an alliance wins if the combined VPs of the two allies exceed the total VPs of the other three players (or the other alliance and the fifth player).  Alliances are bound to this rule to the end, so it is possible that a single unallied player can (1) win the game with a minimum amount of VPs by bringing about a balance of power between two alliances; or (2) exceeding the other two unallied players in total VPs given the only alliance cannot meet the condition above.   
  
'''Automatic Protestant Victory:''' Any Protestant power that makes the Papal States a DOMINION achieves instant victory. 
 
  
  
=HISTORICAL NOTES=
+
=REFERENCES/ACKNOWLEDGEMENTS=
  
Wikipedia entry:-  http://en.wikipedia.org/wiki/Thirty_Years'_War.
+
History, concepts, and rules adapted from:
  
Britannica entry:-  http://www.britannica.com/EBchecked/topic/592619/Thirty-Years-War.
 
  
 +
'''Core Rules'''
  
=REFERENCES/ACKNOWLEDGEMENTS=
+
Standard Diplomacy by Allan Calhamer  (Rest in peace!)
  
History, concepts, and rules adapted from:
 
  
Standard Diplomacy by Allan Calhamer
+
'''Adapted Map Structure, Unit Positions, and Supply Centers'''
  
 
1600 by Tommy Larsson
 
1600 by Tommy Larsson
  
 
1648 by Charles Feaux de le Croix
 
1648 by Charles Feaux de le Croix
 +
 +
 +
'''The Influence of Minor States'''
  
 
Ambition and Empire by B. M. Powell and Jeff Kase
 
Ambition and Empire by B. M. Powell and Jeff Kase
 +
 +
 +
'''Status of States and Their Treatment; Victory Points and Time Limit'''
  
 
Formal Diplomacy by E. Sabatine and Edi Birsan
 
Formal Diplomacy by E. Sabatine and Edi Birsan
 +
 +
 +
'''How to Handle the Ottomans and the Barbary States'''
 +
 +
Juggernaut Diplomacy by Tim Snyder and Jamie Drier
 +
 +
 +
'''Influence, Diplomatic Attacks, and Scoring System'''
  
 
Origins of World War 1 by Jim Dunnigan
 
Origins of World War 1 by Jim Dunnigan
Line 263: Line 284:
 
Origins of World War 2 by Jim Dunnigan and Thomas Shaw
 
Origins of World War 2 by Jim Dunnigan and Thomas Shaw
  
The Thirty Years War by C.V. Wedgwood
+
 
 +
'''First Session Play-testers'''
 +
 
 +
Mark Utterback, Max Victory, Steven Caponigri, Aaron Havas, and Greg Bim-Merle.
  
  
=Standard Map and Starting Positions=
+
'''Political and Military History'''
  
[[Image:map_v19.jpg]]
+
The Thirty Years War by C.V. Wedgwood
  
 +
Wikipedia entry:-  http://en.wikipedia.org/wiki/Thirty_Years'_War.
  
 
+
Britannica entry:-  http://www.britannica.com/EBchecked/topic/592619/Thirty-Years-War.
  
'''Sample Map of Marked Minor States:'''
 
  
[[Image:marked_v8.jpg]]
 
  
 +
=Standard Map and Starting Positions=
  
'''Sample map of how the religious/politics phase changes the statuses of the minor states and relationship of those states with the major powers.'''
+
[[Image:map_v20.jpg]]
The new map above was generated after the first political and religious influence phase where each player distributed INFs to the unmarked minor states.  This was not followed by diplomatic attacks.  As a result: IRE, WES, and BRA are aligned with England, with both BRA and IRE Protestant controlled (orange cross).  PRU, DAN,  POS, MEC, and SAX are aligned with Scandinavia.  MEC and DAN are Protestant controlled.  LOW, HES, and FRC are all neutral states, and all are Catholic controlled (blue cross) with exception to LOW which is marked as TOLERANT (white cross).  POR and the DUT are aligned with Spain and both Catholic controlled; and BAV, POL, HNG, WLC, and PAP are all aligned with Austria and catholic controlled with exception to HNG, VEN, and WLC.  SAV and the LOR are aligned with France.    Remaining minors states are left unmarked and may be attacked and occupied by a major power.  Now the players must decide how to maneuver units and negotiate agreements in this newly drawn map, keeping in mind the position of neutral states and those states that are aligned to their power.  Things to consider: (1) neutral states are impassable; (2) aligned states cannot be attacked/occupied by the major power they are aligned to if the minor state's unit is present.  It should be also noted that the unmarked, neutral, and aligned states that are established in the first year may change status in another year where the political/religious influence phase has been assigned.    This is to reflect the fluid nature of the minor states as the major powers compete for control.
 
  
  
=List of Provinces and Minor States and VP Value=
+
 +
=List of Provinces and Minor States=
  
(To be added: Image:provinces_v21.jpg)
+
[[Image:provinces_v22.jpg]]

Revision as of 23:29, 20 July 2013

Soldiers.jpg

EUROPE 1615: PRELUDE TO WAR

A DIPLOMACY VARIANT

by Matthew Medeiros


[Play-testers needed! Any comments or questions please write to medeiros412@aim.com, thank you.]


INTRODUCTION

The Europe 1615 Diplomacy variant allows players to take the reigns of one of the great powers of the time: Austria, France, Spain, England, and the Scandinavian Kingdoms (Denmark and Sweden). For the purposes of this game, Denmark and Sweden are treated as in a permanent alliance and controlled by one player. During the game, players deploy influence points (INFs) to secure religious and political control over minor states. The Ottoman Empire can be influenced as well, and may be controlled anonymously by a player. Victory is measure by the gain of victory points (VPs) through various aspects of the game (military and political objectives). Game begins in 1615 and runs up until the end of 1620. Each game year consists of an influence phase, 3 movement/retreat phases, and a build phase (and in some years, a scoring phase).

Standard 5th Edition rules of Diplomacy apply with modifications as described below.


PHASES OF THE GAME YEAR

Before the start of a game year:

1- Political and Religious Influence + Diplomatic Attack Phase

Each game year is divided into the following phases:

2- Spring Movement and Retreat Phase

3- Summer Movement and Retreat Phase

4- Fall Movement and Retreat Phase

5- Winter Ownership/Build/Adjustment Phase

At the end of 1616, 1618, and 1620 there is an additional phase called the Scoring Phase.


POLITICAL AND RELIGIOUS INFLUENCE PHASE

Each power receives influence points (INFs) each year to distribute to the minor states.

INFs Received per Year

INF distr ver5.jpg


INF gains and losses: Powers also receive INFs from the capture of a supply center (see table of pliant minor states and INF values). This gain is maintained as long as the power maintains control of the minor state.

(1) If the captured supply center of a minor state is controlled by the opposing religion, no gain of INFs can be made until the status changes.

(2) A power will lose INFs from the loss of a home supply center equal to the value of the supply center.


INF distribution: During this phase, each major power deploys all available INFs to selected states (minimally 5 INFs to each selected state). INFs already deployed cannot be moved. After deployment, GM publishes the results of the deployments, which powers have deployed to which states, but does not reveal the actual number of INFs deployed by each power; instead, the percentage of INFs held is published. A listing of the minor states that may be influenced is given below.


List of Pliant Minor States, SC Values, and INF values

Minor v10.jpg

Note: The Catholic powers, only, may deploy INFs to the Papal States (PAP) [consists of Rome (ROM) and the Marche (MAR)]. Poland (POL) consists of the provinces of Warsaw (WAR), Danzig (DAN) and Posen (POS), therefore, their statuses will match POL. Lithuania (LIT) consists of Samogitia (SAM) and Vilnius (VIL). Two-letter designations for each minor state are given to label the armies/fleets on the board.


List of Other Provinces, SC Values, and INF Values

Power-provinces v10.jpg


Writing the order: Typical syntax for the submission of the deployment list is:

INFs: MINOR STATE 1

INFs: MINOR STATE 2

INFs: MINOR STATE 3

etc.


(Example: France wishes to deploy 5 INFs to Saxony, and writes 5: SAX. )


Influencing the Ottoman Empire and the Barbary States

The Ottoman Empire (OTE/Ot) is treated much like the pliant minor states, however, the Empire spans over several provinces and has 3 units in its military service: A(SAL), A(SER), and A(BUL). As a whole, INFs may be deployed to the Ottoman Empire. The Barbary States consist of Morocco (MOR), Algiers (ALG/Al), and Tunis (TUN/Tn), and INFs can be deployed to each separately. At the start of the game no power can deploy INFs to the Ottomans or the Barbary States. These states begin as neutrals. Players may begin deploying INFs to those states at the opening of 1616. The GM keeps the deployment of INFs to the Ottoman Empire secret, and only reveals the status of Empire.


DIPLOMATIC ATTACK ORDER

First year: Diplomatic attacks are not performed in the first year.

Ottoman Empire: Diplomatic attacks are not performed at any time in the game within the Ottoman Empire.

Purpose: Diplomatic attacks offer players an opportunity to potentially alter the results of the influence phase. Basically, a player will select one state where he/she has deployed INFs and then directs an attack against another player/power that also has INFs invested there. Diplomatic attacks allows a player to (1) reduce the influence of another power in a minor state to gain the alignment, (2) aid an ally by reducing the influence of an opposing power, or (3) change the neutrality of a minor state.

Submission: The decision of a player is then included with the submission of the INF deployment lists to the GM. Each player submits one order to perform a diplomatic attack, where the order indicates the abbreviation of minor state and the target of the attack. Typical syntax for the order of the diplomatic attack:

MINOR STATE > MAJOR POWER

(Example: England wishes to perform a diplomatic attack against French INFs in Rhineland, so, writes RHI > France.)

Sequence of attacks: The sequence of attacks is dependent on the number of INFs received for the year, basically from least to greatest. Therefore, in 1616, assuming that there are no changes in the number of INFs received for the year, the sequence is: (1) England attacks first, then (2) Austria, (3) Scandinavia, (4) France, and finally (5) Spain . In case of ties, follow the sequence of the previous year.

Effect: Diplomatic attacks are resolved by a MUTUAL REDUCTION. In the attack, the power with the lesser number of INFs removes all and the power with larger number of INFs loses equal amount. It is also the only time when the GM reveals the numbers of INFs distributed to states in question, where diplomatic attacks are occurring.

Example of play: England has deployed 5 INFs in LOR. France has deployed 10 INFs in the LOR, and Spain has deployed 5 INFs. England is first in sequence before France, and decides to perform a diplomatic attack against France in the LOR. France, however, submits an order to attack Spain, and Spain submits an order to attack England. The result is that England loses all INFs in LOR and France is reduced to 5 INFs. Since INFs remain for France, the result of the French attack against Spain is that both French and Spanish INFs are reduced to zero. Spain is unable to perform its attack due to the lack of INFs, and so its order is reported as FAILED. LOR is then left unmarked if no other INFs are present.


Political Status of the Minor States After the Influence Phase

After the influence & diplomatic attack phase the following is considered:

Status of minor state: The minor state is marked as ALIGNED or NEUTRAL depending on the whether a power holds 50% percentage or more of invested INFs in a minor states. Minor states marked as ALIGNED are in allegiance with the major power holding the most influence. For two powers equally invested in a minor state, the minor state will be marked as NEUTRAL.

Minimum # of INFs for an alignment:

Minor States & Barbary States = 5

Ottoman Empire = 15

The required percentage of INFs for gaining the alignment of the Ottoman Empire:

Alignment-otto-req v1.jpg


Example of play: The political status of the minor state is ALIGNED if a single major power holds 50% or more of the total INFs present in the minor state and has minimally 5 INFs invested. The allegiance of the Ottoman Empire, in 1616, requires that a major power holds 80% or more of the total INFs present and minimally 15 INFs invested. The GM keeps the aligned major power for the Ottoman Empire secret. Political status of a minor state is not established if there are less than 5 INFs present. Minor state is then considered UNMARKED. (If there are less than 15 INFs in the Ottoman Empire, its status will default to NEUTRAL; this rule also applies to the Barbary States when there are less than 5 INFs present.)


Religious Status of the Minor States After the Influence Phase

The combined INFs remaining for England and Scandinavia represent the influence of the Protestant factions in the state. The combined INFs of Austria, France and Spain represent the influence of the Catholic factions in the state. Control of a province by either the Protestants or Catholics is determined by the following: The religious status of the minor state is CONTROLLED if a single religious faction holds the minimally required percentage for the year of the total INFs present in the minor state and has minimally 10 INFs invested (see tables below). If the condition above is not met then the state is marked as religiously NEUTRAL. Religious control is marked on the map throughout the game and becomes important during the influence phase, scoring phases, and the build phases. Papal States will always be marked as Catholic controlled. Religious status for the Ottoman Empire and the Barbary States do not change. They are, for the purposes of this game, permanent Islamic states.


Percent Requirement by Year for the Religious Control of a State:

Control-req v1.jpg


Rules Concerning Political Status of Minor States

(1) If the political status is not established, any major power may move into or capture the minor state.

(2) If the political status is NEUTRAL, no major power can enter the minor state as it violates the neutrality status. Neutral units within neutral states cannot receive support.

(3) If the political status is ALIGNED, the major power that holds the majority of INFs in the minor state can submit HOLD, SUPPORT, MOVE/ATTACK, or CONVOY orders to the minor state's unit. Major power will also be responsible for ordering retreats for the unit (or new builds, as in the case of the Ottoman Empire). The major power cannot dislodge or support the dislodgment of the minor state's unit, even if that dislodgment is unexpected. Additionally, the major power may SUPPORT the unit's HOLD or MOVE (other powers may SUPPORT the unit as well). If no unit is present in an ALIGNED minor state, any major power may enter freely. For a power aligned with the Ottoman Empire, the power may submit orders to all units of the Empire, and the GM keeps the player anonymous, but orders are published in adjudication. Communications with the Ottoman Empire should be conducted by public white/grey press or through the GM.


Rules Concerning the Minor State and Its Army

Restriction: The minor state's army cannot capture a supply center. However, the units of the Ottoman Empire are able to capture supply centers and contribute to its expansion.

Disbanding: If the supply center of a minor state is captured when the state's army is position elsewhere on the board, the army is disbanded at the build phase.

Movement: A major power may move into its ALIGNED state if the army is not present, but cannot capture the supply center as long as it is aligned.

Concerning neutrality: If minor state changes to a neutral state, a major power's army situated in the minor state can still function to support, attack, hold, etc., however, if the army maintains its position into a build phase, it is then interned and disbanded. If the army moves out of the neutral state, no other army can enter, but while holding its position in the neutral state it is open to attack and dislodgment (neutral state harbors an active power's unit, so other powers have the right to attack).

Allegiance: The minor army's allegiance changes according to its state's status, but if the state becomes neutral after the army has moved, the state's army holds its position where ever it is on the board, and is disbanded if dislodged. Neutral army's position may be supported if it is not in its state of origin.

Capture of the minor state: If a major power captures a minor state's supply center, then the state is permanently withdrawn from the list of pliant minor states. It can no longer be influenced. The occupying power will earn VPs for the capture of the supply center and additional INFs as mentioned above, but forfeits any VPs that could be earned from the Objectives Table at the scoring phase. If the minor state was marked as religiously controlled, it retains that status even after being captured; however, it loses any alignment status, and all INFs invested in the state are locked in as is. Religious control is still subject to the changing percentage threshold by year.

Note: All SCs of the Ottoman Empire must be captured for the state to be eliminated from the list.


SCORING PHASE: Earning Victory Points (VPs) Based on Alignment/Religious Status of the Minor States and the capture of SCs

Victory points are awarded at three periods in the game. Scoring depends on the capture of SCs, and a reward system based on the alignment and religious status 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 major power. It will be up to the players to weigh the benefits and drawbacks of capturing a minor state’s supply center.


Victory Point Value for the Capture of a Minor State or Province

SC-VP v1.jpg


TABLE 1: Objectives Table and VP Awards (Rewards for Alignment)

Objectives-half v1.jpg


TABLE 2: Awards for Alignment and Religious Control of Minor States

Objectives v13.jpg


Explanation and Examples

Reviewing the tables above: If Saxony is aligned with Austria, then Austria can garner --- VPs at the scoring phase (TABLE 1). If Saxony is aligned with Austria and Catholic controlled, then Austria can garner --- VPs at the scoring phase (TABLE 2). No points are garnered for NEUTRAL minor states.



Scoring Metric

Three cumulative scoring sessions are done: one at the end of 1616, another at the end of 1618, and the other at the end of the game. Therefore, it is possible for a power to score VPs on the alignment and/or religious control of a minor state 3 times (this also applies to the capture of supply centers). A player can still score, for example, on the religious control of a minor state in the first-half of the game, even after losing the control in the second-half, as the VPs gained at each scoring phase are permanent. Based on this system of scoring, players are ensured a score for his/her efforts in the game, regardless of the final outcome of the game (unless the player is eliminated: see below under VICTORY POINTS).


Scoring phases in the game:

Scoring v1.jpg


BUILD/ADJUSTMENT PHASE

Waiving the capture of a supply center: The player occupying a major power's supply center, or a minor state's supply center, or a province at the build phase may waive the capture of the supply center or province. This may be arranged by the player (and communicated to the GM) to avoid depriving a center from an ally. Once the decision is made no reversal is allowed until the next build phase. Provinces or states held by a major power are absorbed into the power, unless it is an ALIGNED state to the power that occupies it.

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 supply center or captured supply center of a minor state (as long as the minor state is not controlled by an opposing religion). Owned/controlled home ports may be used as a build site for fleets (anchor symbol on map). Builds are not allowed in captured home SCs of the Ottoman Empire or the Barbary States. Protestant powers cannot build in a captured Catholic power’s SC or port, and the same rule applies to Catholic powers with captured Protestant SCs or ports.

Re-building a minor state's army: If a supply center of a minor state is unoccupied and has yet to be captured by a major power, a new unit is built if the original unit was previously disbanded.


STARTING POSITION OF UNITS

France: A(PAR), A(NOR), A(GUY), F(PRO)

Spain: F(GAL), A(MAD), A(LUX), A(MIL), A(NET)

Austria: A(BOH), A(SLO), A(VIE)

England: A(BRI), F(LON), A(LVR)

Scandinavia: F(STO), A(DEN), A(SCA), F(NWY)

Starting Deficit: Each power starts with one fewer units that the number of supply center.


VICTORY POINTS

Victory is measured by the accumulation of Victory Points (VPs) at completion of the game. Points are received based on the religious/political situations and capture of supply centers.


Elimination and Effects of

Any player who has been eliminated based on standard Diplomacy rules, cannot continue receiving nor deploying INFs for the remaining years, and all scores are ceded. INFs of the eliminated power that have been deployed to all minor states are removed and the statuses of the minor states reassessed at the next influence phase (this includes captured minor states, where the removal of INFs may impact the religious status; and includes the Ottoman Empire and Barbary States, where the alignment can change).


VICTORY CONDITIONS

At the end of 1620, the player with most VPs wins the game. If there is a tie in VPs between the two top-ranked players, then victory will depend on the player with the most supply centers; if there is a tie on SCs, then victory will depend the player with the most INFs.

Optional Alliances and Victory: Two players, before the start of 1618, may form an alliance. This is a permanent agreement and is communicated to the GM and declared to the other players. Alliances do not change the rules of the game, but affects victory condition. It is possible for two alliances to form in the game. At the end of the game, an alliance wins if the combined VPs of the two allies exceed the total VPs of the other three players (or the other alliance and the fifth player). Alliances are bound to this rule to the end, so it is possible that a single unallied player can (1) win the game with a minimum amount of VPs by bringing about a balance of power between two alliances; or (2) exceeding the other two unallied players in total VPs given the only alliance cannot meet the condition above.


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


The Influence of Minor States

Ambition and Empire by B. M. Powell and Jeff Kase


Status of States and Their Treatment; Victory Points and Time Limit

Formal Diplomacy by E. Sabatine and Edi Birsan


How to Handle the Ottomans and the Barbary States

Juggernaut Diplomacy by Tim Snyder and Jamie Drier


Influence, Diplomatic Attacks, and Scoring System

Origins of World War 1 by Jim Dunnigan

Origins of World War 2 by Jim Dunnigan and Thomas Shaw


First Session Play-testers

Mark Utterback, Max Victory, Steven Caponigri, Aaron Havas, and Greg Bim-Merle.


Political and Military History

The Thirty Years War by C.V. Wedgwood

Wikipedia entry:- http://en.wikipedia.org/wiki/Thirty_Years'_War.

Britannica entry:- http://www.britannica.com/EBchecked/topic/592619/Thirty-Years-War.


Standard Map and Starting Positions

Map v20.jpg


List of Provinces and Minor States

Provinces v22.jpg