All maps, rules, and tables needed to play Hypereconomic Diplomacy are now posted on the site. Gather up 60 of your best friends, take two weeks off work, and vie to dominate the world!
Note the tables have some colored cells that show where Geoff and I discussed bits of the original scans that were difficult to transcribe and needed editing. They remain for posterity's sake but you can disregard them.
The rules are divided among nine posts and they are all tagged, in order:
1 âbasic economyâ
2 âterritorial provisionsâ
3 âmilitaryâ
4 âtradeâ
5 âresearchâ
6 âbankingâ
7 âfishingâ
8 âmiscâ
9 âproceduralâ
Some have a few additional tags but you should be able to locate the proper post by searching for a post tagged with the word in quotes.
The tables are images copied from a spreadsheet and posted on three posts. One has all 20 general rules tables, one has the Nations table, and the last has the Provinces and Territories table. For Nations as well as Provinces and Territories, the table is multiple images in order to retain image quality while posting to Tumblr.
Thereâs a single post with all the map images, including a world map. The four maps are the Americas, Europe, Africa, and Asia. Then the general world map. Much gratitude to Jeremy Stott for the work he put into those. That post is tagged maps.
Finally, the original scans Geoff Challinger sent to me are on two posts. One tagged original rules and the other tagged original maps. If I can find the file with the original tables, I will upload that as well.
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Just a general note that in editing these tables from the original, Geoff and I used some color coding to reference the cells we changed and what kind of change was made. Iâve left them here in case I ever have cause to reference them (and you can reference them against the scans of the originals posted on this blog) but for the most part you can just disregard the colors.
1. A list of abbreviations and notation form table 20 on the tables sheet.
2. Except for alliances: treaties and other written agreements between players have no effect upon order resolution. An action will not take place unless it is explicitly ordered by the nation or bank involved (and all parties involved as necessary). Also note that (except for military units), a nation has ultimate control over anything located in its provinces.
3. Nations may make certain orders conditional upon another nationâs or nationsâ orders being successfully carried out. All of the orders involved in the conditionality must take place in the same season. Military builds and actions and fishing fleetsâ movements and tt orders may not be made conditional upon other orders, nor may orders be made conditional upon such orders. Note that a nation can order payment for a specific action and make an order conditional upon the success of that action. If an âinfinity loopâ is produced in the context of such conditional orders, the GM will resolve it in the interests and wishes of the players involved.
4. It is possible for two or more players to jointly control a nation. Should this occur then any orders for that nation must be signed by all players of the nation. However, it is permissible for players to delegate authority to one another for order-writing. But this delegation must be made every season.
Powers of the GM
5. Situations not covered in these rules will be resolved by the GM in a manner consistent with the âspirit of the gameâ.
6. The GM reserves the right to bend, alter, twist or adjust the rules, after giving reasonable notice, if at any time it becomes evident to him that the economics of the game are too inflationary or depressed, or that any rule or ramification thereof confers undue advantage to any one player or group of players, or if a change would greatly benefit the game without undue confusion. Players in the game may petition the GM to alter the rules, and although this will normally be put to vote among the player, the ultimate decision to alter them will be solely that of the GM. On his part the GM will use this power only with discretion, in order to avoid giving any player undue advantage through any such alteration. He will try to avoid making any effects of rule alterations retrospective.
7. If a player wishes to take an action which is not provided for in the rules, but is not explicitly forbidden by them, he should inform the GM of his intention. If, in the GMâs opinion, such an action is consistent with the âspirit of the gameâ, then the action will be allowed, subject to any conditions the GM feels are necessary to ensure realism, playability and balance.
8. The GM may, if he feels it necessary, introduce changes without warning which may require urgent changes and which any advance notice would remove the effectiveness of. This right, known as GM fiat, will be used as little as possible since it will probably prove unpopular.
Victory Conditions
9. If at any time, one player controls one half of the land provinces in the game, or ½ of the total Gold Factors in the game (included $ on hand, invested and in escrow) for three consecutive seasons, the game will be declared over with that nation being declared the winner.
At any time two or three nations may agree to attempt a Joint Victory. Such agreements must be submitted in writing to the GM by each participant, to be either published or kept secret as the participants think fit. A player may only be a party to one such agreement at a time. While such an agreement is in effect, the three players are considered as one for the purposes of victory conditions only. However, victory conditions for a Joint Victory are the control of 2/3 of the total number of provinces or 2/3 of the total Gold Factors in the game, for three consecutive seasons. Such an agreement may be voided if requested by one of the participants. In such a case, the party voiding the agreement is not revealed. Nations jointly owned by two or more players may be included in computing whether one has sufficient provinces or gold for victory only if all owners of the nation are included in that joint victory.
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Guerilla Warfare & Sabotage
1. If the nation controlling a province does not have de jure ownership of that province (see rule 2.3)m the de jure owner of that province may spend up to $5 on Guerilla Warfare in that province. The effect of GW is to reduce the Industrial and Agricultural yield of that province for the season in which it is to be conducted, in accordance with table 14.
2. Sabotage may be conducted against any province by spending up to $5 for sabotage against Agricultural and/or Industrial yields. One must spend two separate amounts on separate yields. The effect of sabotage against A or I yield is to reduce yields in that province for the season in which sabotage is to be conducted, according to tables 15 & 16.
3. Sabotage may also be conducted against Transportation Factors of any nation by spending up to $10. The effect of sabotage against Trs is to destroy Trs in accordance with table 17.
Public Works
4. A nation may at any time spend up to $5 per province for public works. Costs for public works may be paid only in the nation containing the province being spent for. This expenditure is totally optional and has no effect other than to add $ to the escrow.
Transportation Facilities
5. Two provinces in the game contain transportation facilities in them. The provinces are:
a. Egypt â containing the Suez Canal
b. Schleswig-Holstein â containing the Kiel Canal
In order to keep these facilities open the owner of the province in which they are located must spend $1 per season as operating costs, in $1 is payable by any nation but is generally automatically assessed against the owner and will be so unless otherwise ordered. Any of these facilities may be shut down at any time by the owner of the province. When this is done the owner no longer has the find the $1 cost but the situation is changed in that when either canal is closed the respective province, Egypt or Schleswig-Holstein, becomes a multi-coastal province. Either of these facilities which are shut down may, in a subsequent season, be re-opened at a cost of 2A and 10I. The facility will then be ready for use the following season.
6. A further transportation facility, the Panama Canal, may be built across either Panama or Nicaragua. In order to do so one must first obtain the written permission (to the GM) of the de facto owner of the province in question. Then a certain amount of factors must be sent for three seasons. The costs for the first season are $4, 6M, 8A & 10I. For 2 further seasonsâ costs are $3-5, 1-2M, 7-9A & 6-8I. The costs are dependent upon dice rolls and will be announced in the previous season. If the work lapses during any turn when the required amount is not paid then a restart cost of $1, 2A & 4I will be levied. A certain amount of M, the result of one die roll, will be returned to the paying nation on completion of the canal. As with all builds, costs must be paid by the nation in whose province the build is taking place.
When completed all the rules for canals in 8.5 apply, including the $1 maintenance charge. The presence of a canal in either of the two provinces has no effect upon the possibilities of a second canal in the other.
7. Further transportation facilities will be given special consideration by the GM. Construction and maintenance costs, as well as any other concerns, are at his or her sole discretion. To begin construction of any canal requires written permission of the GM. Additional transportation facilities need not have real life precedent, though such precedent can only be favorable in their consideration.
1. A nation may supplement itâs a yield through the construction and use of Fishing Fleets (FF). FFs are built in coastal provinces and must be moved into sea provinces before they can fish.
2. A maximum of one FF may be built in a coastal province, with only one coast, in a given season. A maximum of one fleet per coast may be built in a multi-coastal province, in a given season. As with other builds, the building costs for an FF must be paid from the stockpile of the nation in which it is built.
3. Once built an FF may move to any coastal or sea province adjacent to the province in which it was located at the beginning of the season. An FF may not move and fish in the same turn, neither may an FF be moved in the season in which it is built. If an FF is in a land-sea province then it must move to the sea-province half before attempting to fish such a province.
4. There are no maintenance costs for an FF. An FF may voluntarily disband if ordered to do so by its owner at any time. Building costs for FFs are 1I.
5. If an FF is located in the same province as an unfriendly unit at the end of a season, the owner of the military unit has the option to destroy (ds) the FF. This action has no effect on the military unit and it may take any other action that turn, normally permitted to it. If the FF is in a sea province with an unfriendly unit, the military unit may deny it the right to fish, simply by writing an order to that effect.
6. An FF which is in a sea province at the start of the season may be ordered to âfishâ (f) in that province. In order to fish successfully, an FF must first fulfill two requirements: a delivery route and the province capacity.
a. Delivery route: The FF must be able to trace a continuous chain of sea provinces between the province in which the FF is located and any coastal province which is part of the nation to whose stockpile the fishing yield is to be credited. A delivery route may consist of only two intervening sea spaces and may be blockaded in the same manner as a trade route.
b. Province capacity: Each sea space has a fixed limit upon the number of FFs which may fish that particular province. If the number of FFs ordered to fish (and having a valid delivery route) in a given season is in excess of the fishing capacity of that province, then only those FFs which were successfully ordered to fish in that province the previous turn may fish. The fishing capacities of the various sea spaces are given in table 13.
7. Each FF successfully ordered to fish yields 1A to the stockpile of the nation to which the catch is delivered.
1. A âbankâ may be established at any time in any land province in the game. A bank is initially controlled by the owner of the province in which it is located. The owner of the bank may, however, transfer control to another player at any time. The nation owning the province in which the bank is located is known as the âhostâ nation, regardless of whether the nation and the bank are owned by the same player.
2. Every bank has its own stockpile which is separate from that of the host nation. A bankâs stockpile may never contain M, A or I factors. However it may own PIs, research teams, FFs and even nations. Note that this is a subtle way by which a bank may indirectly own M, A & I factors.
3. $ may be traded (tt) between any bank and any nation and any nation and any bank without any shipping fee or Trs necessary. However a shipping route is needed except where a bank is in the nation with whom it is trading (see rule 4.2).
4. A bank may spend $, however, such $ goes into the escrow of the host nation just as if the nation had spent $. A bank cannot have an escrow of its own.
5. The host nation has ultimate control over the $ in the bank, and may âfreezeâ or ânationalizeâ, or in any way restrict the use of such $ at any time. $ may not be traded in or out of a frozen bank, nor may such a bank redeem money (see below). When a bank is nationalized, all of its $ are removed from its stockpile and added to the stockpile of the host nation. Research teams and unassigned PIs owned by the bank cannot be nationalized or frozen.
6. When a province in which a bank is located is captured, all the $ is removed from investment, and the conquering nation assumes control of the bank and one half of the $ in it. The other half of the $ from the bank is added to the stockpile of the host nation. If the host nation was eliminated that season, then the $ is credited to the GIE. Research teams and unassigned PIs owned by the bank remain under the control of the former owner of the bank.
Redemption
7. A bank has the unique ability to allow a nation to use $ in the bankâs stockpile to pay for actions taken by that nation. This is known as redemption and is a bit like writing a check in Aberdeen when your bank is in Bristol.
8. To pay for an action with $ in a bank, a nation should indicate in its orders that the $ for that action is to be redeemed (rd) from the appropriate bank. E.G. France bu 6 Trs ($ pd by rd from Bank of China). Note that the rd order has a slightly different meaning depending on whether it is written by a nation, or a bank. In the above example, the Bank of China would also have to order rd $1 to France.
If the redemption orders are correctly written by both the bank and the nation, the appropriate number of $s are taken from the on hand stockpile of the bank, and placed in the escrow of the nation, just as if the nation itself had actually spent the $.
9. The bank from which the $ was redeemed will not be listed in the published account of the nation which redeemed the $.
Investment
10. Any bank which has more than $10 in its stockpile may invest (in) in the âworld marketâ. $ are invested in blocks of $10 each. Invested $ is separate from the bankâs stockpile and may not be used for redemption or any other purposes, unless it is first removed from investment.
11. The order to invest may be written in any season. Once invested, $ remains in investment until ordered to be withdrawn (wd). $ may be traded into a bank and placed in investment in the same season, and may also be withdrawn and traded or redeemed in the same season. However, a bankâs order to invest will stand regardless of whether any deposits are made or not, as long as there are enough $ in the bankâs stockpile to cover the investment order. To prevent being caught short, a bank may order âin all $ received this seasonâ or âin $X from nation Yâ, in which case the investment takes place only if the specified $ is traded into the bank from nation Y.
Note that the above constitutes an exception to the general principle that costs are assessed before income is credited.
12. Invested $ will gain, or lose, each season depending on the Investment Payoff Level (IPL) of the area or âregionâ in which the bank is located. The IPL varies between 1 (min) and 7 (max) and changes each season according to table 10. The payoff levels and their consequent profits are given in table 11. All of the regions begin at level 5 before Winter 1914.
13. The investment regions of the world are given in table 12.
14. The investment gain, or loss, for a season is credited or charged for each block of $10 which is invested in that season after all in and wd orders have been executed. Fractions of blocks are not used in computing earnings. Only $½ or multiples thereof may be withdrawn from investment; smaller fractions stay in the world market unless the express permission of the GM is given (and this will only be given in order to combine redundant $½s).
1. At the start of the game, each nation controls one A research team and one I research team. Territories do not have research teams. Research teams may never be created or destroyed. They may be transferred freely between nations at any time. Research teams cannot be captured and are retained by a nation if it becomes a GIE.
2. In any season, a nation may order any or all the reams under its control to conduct (co) research in its specified field. A cost of $1 will be assessed for each team conducting research in a given season.
For each team conducting research, the GM will throw a pair of dice with the results of the throw determining the degree of success of research in accordance with table 9. Each team has a certain level of technological ability. This is expressed in two numbers, a permanent level and a temporary level. These are subject to change according to the following:
a. The permanent level of a team is equal to one half of the number of PIs that it has produced with any fractions ignored.
b. Each time a team fails to produce a PI its temporary level increases by one; however, the next time it produces a PI it reverts to be the same as the permanent level.
3. No Agricultural team may have a permanent level higher than 5. No Industrial team may have a permanent level higher than 7. No teams may have a temporary level higher than 9.
4. Whenever a team succeeds, it produces one or two Production Increases (PI) of the appropriate type. APIs & IPIs may be used to increase the yield of a province as detailed below.
5. PIs may be freely transferred between nations at any time prior to their being used. A PI may not be captured and is retained by the owning nation even if it becomes a GIE.
6. In any season following its creation, a PI may be assigned (as) to any land province in the game. A cost of $½ will be assessed for such an assignment. The effect of it is to increase the seasonal yield of that province permanently by 1A or 1I (dependent on the type of PI). The PI then ceases to exist.
7. Only one PI (of either type) may be assigned to a province in any two season period. E.G. if an API were assigned to a province in Summer then ni type of PI may be assigned to that province in Autumn, and either type (but not both) may be assigned there in Winter.
1. A nation may trade (tt) in three ways, military (shipping of Ds), fiscal (shipping of $) and factor (shipping of M, A & I).
2. Military and factor trades require Transportation Factors (Trs), the specification of a âtrade routeâ and the payment of a âshipping feeâ. Fiscal trades need only a trade route.
3. Transportation Factors (Trs) may be built in any nation at a cost of $½ and 1I per Tr. As with other builds, these factors must come out of the stockpile of the nation in which the build takes place. Any number of Trs (stockpile permitting) may be built in a given nation in the same season.
4. A Trade Route is specified by either party of a trade. It consists of a continuous chain of provinces from any province of the trading nation to any province of the receiving nation. These two provinces are known as âterminal provincesâ. If a province in the route, and this includes terminal provinces, is conquered in the season in which the trade is ordered, then the trade fails. However, an alternative route may be designated and should the primary route fail it will, if possible, be used.
5. A nation may âblockadeâ (bk) trade through any of its provinces or through a sea province in which it has a Task Force in at the SOS. A blockade order may be selective, applying to certain countries or universal (self explanatory). There can be three kinds of blockade; of trade, of military, of fishing. Unless otherwise indicated the code âbkâ is taken as a blanket for all three.
6. For military and factor trades, a certain number of Trs must be âappliedâ (ap) dependent upon the content of the shipment and the length of the trade route which is specified. The numbers required are given in table 8.
7. Each D which is shipped must be regarded as a separate shipment regardless of any common terminal provinces.
8. The Trs of any nation may be applied to any trade. However, if the Trs do not begin the turn in either of the two nations involved in the trade, then a trade route to either of the two terminal provinces (subject to blockade) must be given, which requires the use of a certain number of Trs to âget them thereâ as per the distance requirements for trade routes in table 8. The Trs generally end up where they started, but they may be re-allocated between the two nations of the trade and the owner of any lent Trs, on the instructions of the various owners of the Trs.
9. A shipping fee of $½ per 10 Tr applied will be charged for each shipment with any fractions rounded up to the next $½. This fee may be paid by any nation.
10. The two parties to a trade must be distinct nations, even though there is now limitation on trading between two nations played by the same player.
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1. There are three types of military unit: Divisions (D), Task Forces (T) and National Guards (N). Ds and Ns are land units (corresponding to regular Diplomacy armies) and Ts are naval units (corresponding to fleets). All three are of equal strength in battle. Ds and Ts are offensive units. Ns are defensive units and may not attack or give support to an attack. They may never move from the province in which they are built.
2. There are two types of installations, Armories (Y) and Shipyards (S). A Y must exist in a province before a D is built there and an S must exist in a province before a T is built there â and on the same coast as the T is built (if the province is multi-coastal).
3. A maximum of four military units, regardless of type, may exist in a province simultaneously.
4. At the start of the game, there are no military units of any type in the world.
5. The provinces of Switzerland and Nepal are special. Only Ns may be built in Switzerland and while Switzerland remains an integral nation, it may never be attacked by military units. Nepal may never be entered and can be ignored for all purposes of the game.
Building Military Units
6. Military units may be built in any season in any province of the nation doing the building (subject to rules 3.2, 3, 4, 5 & 7). Defensive units do not require installations but are subject to other restrictions. Economic factors (M, A, I) used to build units and installations must be paid from the stockpile of the nation in which the build takes place. See table 1.
7. A maximum of 1 military unit, regardless of type, may be built in a province in any one season.
8. If a province in which a build is ordered is attacked in the same season (successfully or otherwise) the build fails.
9. National Guards may be built in any province over which the building nation has de jure ownership. No more than one N may exist in a province at one time.
10. To help players write orders, and to maintain the sanity of the GM in keeping track of battle situations, offensive units are given a number when acquired. The designation consists of a number â 8 for the eighth unit acquired â and a letter designating the type, T or D; 7T, 14D etc. Note that a designation is not necessary for a National Guard. Of course, should the unit change hands it will change designation.
Installations
11. An installation may be built in any season in any province of the building nation subject to the following restrictions:
a. An S may not be built in a non-coastal province.
b. A maximum of one Y and one S may exist in a province at any one time, with one exception â a multi-coastal province may contain one S on each coast. When an S is built in a multi-coastal province its coast must be designated.
12. A Y or an S may not be used for building a military unit in the season in which the installation is built. However, once it is built, there is no limit to the number of military units built there.
13. An existing installation may be demobilized by its owner at any time (see rule 3.21).
14. If a province containing a Y or an S is captured the M from the installation is returned to the stockpile of the former owner in the same manner as if the installation had been demobilized. The conqueror of the province has the option to âmanâ the captured installation. The following turn the installation becomes like any other installation owned by the conqueror.
Maintenance of Military Units & Installations
15. A certain number of $, M, A and I factors must be spent each season to maintain existing military units and installations. Maintenance costs vary with the type, location and actions of the units. Maintenance costs for installations depend on the type of the installation (see table 2).
16. The maintenance costs of a unit or installation must be paid for from either the stockpile of the nation in which the unit is located at the start of the season, or from the stockpile of the nation to whom the unit or installation belongs at the SOS. Maintenance costs may be divided between these two sources. If the supply source is not specified in a nationâs orders, it will be assumed to be from the nation which owns the unit or installation.
17. If a unit or installation is located in a province which is not part of the nation which owns it and if part or all of its costs are paid from the stockpile of the owning nation a âsupply routeâ must be provided. This supply route is a chain of contiguous provinces including the province in which the unit or installation is situated, and a province of the owning nation.
For finding the length of any given route note that 1 sea province is equal to 2 land provinces. The route chosen is provided by the GM and will be the shortest unblocked one (see rule 4.5). For every three provinces in the route there will be a charge of 1I for that unit on top of the cost for its actions. Odd distances (1 or 2 provinces) count as a full extra I for that unit. Thus a route which was 2 sea provinces and 3 land provinces would cause an increase of 3I in the cost of the unitâs maintenance.
Ownership of Military Units
18. A military unit is initially owned by the nation which owned the installation which built it. Ownership of an existing unit may be transferred (tf) to another nation at any time, including the season in which the unit is built.
19. Transfer of a military unit is effective after costs have been assessed. In other words maintenance costs for a transferred unit are paid for by the old owner in the season of the transfer. Once the transfer of a unit is completed the receiving nation is treated as the owner of the unit for all purposes.
20. An N may be transferred only if the province in which it is located is simultaneously ceded to or annexed to the new owner of the nation. In other words, an N may only exist in the nation which owns it. Generally when a province is ceded to a nation it is taken as including the N in residence.
Demobilization of Military Units & Installations
21. A military unit or installation may be demobilized in any season. The order to demobilize (de) takes effect at the beginning of the season in which the order is written, before military actions are adjudicated and before costs are assessed. The Ms that are released by the demobilization (see rule 1.10) are returned to the owning nation at the same time as other income is credited. A unit or installation may also be demobilized involuntarily as a result of shortages in an owning nationâs stockpile (see rule 1.11).
Manpower Casualties
22. Casualties (M) are assessed from the stockpile of the nation that owned the military unit itself, since it is assumed that reinforcements are always available. Ms are assessed according to table 6.
Casualties are computed per nation, per season for each province or borderline area in which units are clashing, regardless of how many units or nations are taking part in the battle. In a complex battle (more than 1 to 1), casualties are assessed on the bases of the maximum possible rate which can be calculated. Since this is a little difficult to understand a few examples are given under table 6.
23. There are four basic orders which can be given to a military unit, âstandâ (st), âholdâ (ho), âmoveâ (mo) and âattackâ (at). A unit may be ordered to âsupportâ (sp) another unit which is ordered to hold or attack. Ds may be shipped across sea spaces by being âshippedâ (see rules 4.6 & 4.7).
24. âFriendlyâ units are defined as units which are owned by the same nation or by nations which are members of the same alliance (see rule 4.36-39). A land province is friendly with respect to a unit in the province if it is part of the nation which owns the unit or of a nation which is a member of the same alliance as the nation owning the units. Sea provinces are âfriendlyâ to all nations (except if one contains an unfriendly T).
25. Stand Orders: A (st) is given when it is desired to have a unit remain in place, without taking any particular action. A unit which is ordered to stand may not be supported in place. Also, since it has not âdug inâ, the seasonal costs per unit are less than those of a unit ordered to hold.
A unit which is not given any orders (uo) or which is incorrectly ordered or which is unsuccessfully ordered to move or attack is treated defensively as if it had been ordered to stand. Any unit may be ordered to stand.
26. Hold Orders: A (ho) is given when it is desired to have a unit âdig inâ against a possible attack. Such a unit may be supported in place. Its seasonal costs are higher than those of a standing unit, but it exacts more casualties from an attacker and is harder to dislodge. Any type of unit may be ordered to hold.
27. Move Orders: A (mo) is given when it is desired to move a unit from one friendly province to another, avoiding combat if possible. A unit may be ordered to move only to an adjacent friendly province. A maximum of one unit may be ordered to move from any one province to any particular adjoining province in the same season.
Any type of unit may be ordered to âmoveâ except Ns, which may never be moved. Also note that only Ts may move to sea provinces, and only Ds may move to non-coastal land provinces.
A moving unit is stood off from, and has no effect on, a province in which a non-friendly unit which is ordered to stand, hold, support, or into which such a unit is ordered to attack. A moving unit does, however, stand-off, and is stood off by, another non-friendly unit which is ordered to move into the same province. Friendly units do not stand each other off if ordered to into the same province, unless such a move would result in the occupation of a province by more than four units. A unit which is ordered to move may not be supported. If the province from which a unit was unsuccessfully ordered to move is itself attacked in the same season, the unit which tried unsuccessfully to move is treated defensively as a standing unit.
28. Double-move Orders: Ts may be ordered to double move â that is, to take two consecutive moves in the same season. The second move must originate from the province of the destination of the first move. Double-move orders are adjudicated in two stages:
a. The first moves of all Ts ordered to double move, as well as all other military actions are adjudicated normally.
b. The second move of all Ts ordered to double-move and whose initial move was successful are adjudicated, using the final positions of all units not ordered to double-move. If the first half of a double-move is not successful then the second move has absolutely no effect.
Each of the two segments of a double-move is treated as a normal move and all the normal restrictions governing such orders apply. ONLY TASK FORCES MAY DOUBLE-MOVE.
A double-move consists of only two move order; a unit may never combine two types of orders in the same season.
29. Attack Orders: An attack order is given when it is desired that a unit attack an adjoining province, dislodging any unfriendly units in the province and occupying it if possible. A successful attack upon an unfriendly province results in the conquest of that province by the nation whose units attacked it. Ts may attack any adjacent sea province or any coastal province which is adjacent along the coast. Defensive units may never attack.
A unit which is ordered to attack may not be supported in place in the province which in which it is attacking, but may be supported into the province to which it is ordered. If the province from which the unit was unsuccessfully ordered to attack is itself attacked in the same season, the unit whose attack failed is treated defensively as a standing unit. A maximum of two units, regardless of type, may attack a given province from a given province in the same turn.
30. As in regular Diplomacy, all military orders are adjudicated simultaneously (with the exception of double-moves). Military action takes place after all demobilizations (except demobs caused by combat; see below) and before new units are built. Thus a military unit has no effect on combat in the season in which it is demobilized or built.
Combat Resolution
31. An attack is successful, and any unfriendly units in the province are dislodged, if the combined number of friendly (to each other) attacking units is equal to or more than the number of standing units in the province. I the defending units are holding, an attack is successful only if the number of attacking units is equal to at least twice the number of defenders. Other combinations of standing and holding defenders are resolved in accordance with table 7.
If a province is attacked by two or more groups of mutually friendly units, the group having the largest number of attacking units will conquer the province if it has a two-to-one majority over each of the other attacking groups. If unfriendly units are also standing or holding in the attacked province, the attacking group must also outnumber the defenders in accord with table 7.
32. Dislodged Units: If a unit is dislodged in battle it has two choices: it may retreat (see rule 3.3) or it may âno retreatâ (see rule 3.34). The order which tells a unit what to do if it is dislodged must be written at the same time as the action move. Such an order would be written after the action order in parentheses (e.g. 12D Gaso at Nava (re Acqu); 7T TYRS ho (no)). If no order or an incorrect order is written governing a unitâs behavior if dislodged, it is treated as if a no retreat order had been made.
33. If a retreat is written for a dislodged unit, the order must specify to which province the retreat is to take place, and may name one alternative province (to be used if the first choice is not possible). A unit may retreat to any adjacent province which does not have four military units in it and which is not subject to attack by an unfriendly unit that turn. The determination of whether a given retreat is possible is made after all action orders including double-moves have been resolved. If neither choice named in the retreat order is possible then the retreating unit is treated as if a no retreat order had been made.
In addition to any other costs assessed during the season in which the retreat takes place, a charge of 2I will be made for each retreat. This cost is not assessed if the unit is unsuccessfully ordered to retreat.
34. If a no retreat (no) is written for a D or a T which is dislodged, or if a D or a T which is dislodged is unable to follow the retreat order given to it, the dislodged unit is annihilated with an additional assessment of 6M charged against the victorious unitâs owner. If a National Guard is dislodged, it is annihilated, and the assessment of 3M is made against the victorious forces. The Ms from the annihilated units are not returned to the ownerâs stockpile.
35. Support: A support order is given when it is desired for a unit to add its strength to a friendly unit in an adjacent province, or to a friendly unit which is attacking into an adjacent province. A unit may only support an action if the supporting unit itself is capable of taking that action. There is an exception to this â Ns may support other units to hold in adjacent provinces even though they could not move there themselves. However, Ts may not support non-coastal land provinces and Ds may not support sea provinces.
Support may not be given to a unit which is ordered to stand or move. A unit which is giving support may, however, be supported itself, in place in the same manner as a holding unit.
If a province from which support is being given is itself attacked (unless the attack on the supporting province is coming from the province into which the support is being directed), the number of units giving support is reduced by the number of attacking units minus the number of other units in the supporting province which are supporting separate actions (it is possible that some, but not all of the supports will be cut. In this case the determination of which supports are cut is made by chance, unless a support preference list is sent in by the relevant nations.).
Each uncut support for a holding unit increases by one the number of attackers required to dislodge the holding unit. Each uncut support for an attacking unit effectively increases by one the number of attacking units.
For the purposes of computing casualties, a supporting unit is treated as a holding unit. However, for maintenance costs, there is a specific charge for a supporting unit depending on whether or not the support is used (see table 3).
36. An alliance is a means through which two or more nations enable their military units to:
a. Be situated in, or move to provinces of other members of the alliance
b. Retreat to provinces of other members of the alliance
c. Attack provinces of other members of the alliance without the province changing ownership
d. Co-exist in the same province
37. To establish an Alliance, the nations involved must submit (as part of their orders) a written agreement proclaiming the establishment of the alliance and specifying its terms. A copy of the agreement must be submitted by each member and it must be separate from other treaties. These may include any or all of the previous provisions listed in rule 3.36, as well as any other limitations desired by the parties involved, however, only the effects given in rule 3.36 have any legally enforceable effect within the game.
The provisions of an existing alliance may be altered at any time by the same process that establishes an alliance. Note that all nations played by the same player are automatically members of the same alliance. This does not lapse.
38. An alliance lapses in any turn in which it is not âreaffirmedâ. This reaffirmation can take two forms. It must either order (or a constituent signatory must order) it to be reaffirmed or it must be evident by virtue of a military situation covered in rule 3.36.
39. Other than such a lapse, a nation may withdraw from an existing alliance at any time, subject to the following provisionsâŚ
a. If the withdrawing nation has a unit which is co-existing with another unit of the alliance in the same province, it must either demobilize that unit or transfer ownership of that unit to the nation remaining in the alliance.
b. If the withdrawing power has a unit located in a province of any other member of the alliance, the withdrawing unit has three options:
i. Demobilize the unit
ii. Transfer ownership of the unit to the nation owning the province or to a nation allied to the nation owning the province
iii. Order the unit to attack the province in which it is located. If the unit is not dislodged, the province is conquered. If it is dislodged it is subject ot the usual retreat options.
If neither of the above conditions exists, the nation may withdraw from the alliance simply by writing the order to do so. If both of the above are in existence then both limitations apply. If an alliance is affirmed and the same turn a nation withdraws, the withdrawal takes precedence and the alliance is dissolved.
1. Every province in the game is part of a particular nation. Some nations consist of one province and others of several. Each nation is controlled by one (or more) players. However each player is considered to have only one âhome nationâ. Other nations which are subordinate to that nation are known as territories. There is no difference between âhome nationsâ and territories in their functions.
2. Provinces can be transferred from one nation to another either peacefully (by cession) or by combat (by conquest).
a. Cession: A nation may cede (cd) one or more provinces to another nation. It takes place after costs have been paid and before any income is received. If a province is ceded to a nation it may be annexed (an), provided it is within the limitations of rule 2.4 that turn, in which case yields go to the annexing nation. If the province is not annexed then the yields go to a new territory formed by that province and subordinate to the receiving nation and a charge of $1 is levied against the receiving nation for forming a new nation.
b. Conquest: A province is conquered when it successfully attacked by an unfriendly unit. It then becomes a territory subordinate to the conquering nation and consisting of that province.
Note that in general a nationâs stockpile is unaffected by the transfer of provinces.
3. There are two types of ownership of provinces, lawful or âde jureâ and actual or âde factoâ. At the beginning of the game all provinces have the same de jure and de facto owners. De facto ownership can be transferred in two ways, by cession or by conquest. De jure ownership is acquired either by cession or by having a de facto ownership of the province for four consecutive seasons during which the province is not subject to attack, sabotage or guerilla warfare. The de facto owner has complete control of the province except that he may not build National Guards there.
4. To be eligible for annexation, a province must be adjacent to at least one province of the annexing nation or be separated by no more than one sea province at the beginning and end of the season in which the province is annexed. The provinceâs yield goes to the stockpile of the annexing nation. A province may not be annexed to a nation and ceded to another in the same season.
5. A new nation may be established from provinces belonging to one or more nations. Each province of a new nation must border on at least one other province of the new nation or be separated from it by no more than one sea space. A maximum of four original provinces may be part of a new nation at the time of its creation unless all the provinces were part of the same nation. In this latter case there is no limit. The cost of forming a new nation is $1 per province.
A new nation is considered to be formed after costs, and before income. The yields of the provinces thus go to the new nationâs stockpile, in the season of its creation. Factors can be transferred from the stockpiles of nations contributing provinces to the new nation.
6. If at any time, and for any reason, it comes to be such that its provinces are not contiguous (or separated by only one sea province) that nation will be split into as many nations as is necessary to remove all non-contiguous provinces from the parent nation. When a nation is so split, its stockpile will be divided among the various new nations so formed in proportion to the number of provinces going to each part. No charge will be made for the formation of the new nation.
7. A nation may be eliminated from the game in two ways:
a. Cession: A nation may cede all of its provinces to another nation as described in rule 2.2. The assets of the nation may be distributed among the ceded provinces, except escrow which is divided in proportion to the number of provinces.
b. Conquest: When the last province(s) of a nation is conquered, a Government in Exile (GIE) is formed for the conquered nation. The assets and stockpiles of the nation are then distributed as follows:
The GIE receives:
½ of the $ stockpile
½ of the Trs belonging to the nation (see section IV)
All the FFs (see section VII)
Any research teams (see section V)
½ of any $ in banks (see section VI)
The nation formed by the conquest receives:
½ the $ stockpile
½ of the A & I stockpiles
½ of the Trs
Control of the banks with ½ of the $ in them
The escrow of the nation
The following are destroyed:
½ of the A & I stockpile
Any fractions formed by any of the apportionments
The M stockpile goes into âhidingâ and should a GIE regain control over a province of its former nation they come out and are credited to the nation.
Should two or more provinces be lost simultaneously, then there will be two or more territories formed. What is shown above as going to the formed territory would then be equally split among the different provinces. Any further fractions thus created are also destroyed.
8. Orders for a GIE are written by the player of the eliminated nation. At the end of the second turn following its creation a GIE must have located itself in a province, or else it is permanently destroyed. This is the only way a playerâs position may be destroyed.
To locate itself in a province, the owner of that province must write an order permitting it. Once located in a province a GIE assumes the attributes of a bank (see section VI), with the exception that it may not invest in the World Market. The Trs owned by the GIE are considered to be located in the host nation, until moved elsewhere.
1. The rules of regular Diplomacy apply, except where detailed below:
2. The basic unit of time is the season of which there are four per game year; Winter, Spring, Summer and Autumn in that order. The first season of the game is Winter 1914.
Basic Economics
1. The economics of the game are based on four types of 'factors'; Gold ($), Manpower (M), Agricultural (A) and Industrial (I). Each nation has a stockpile of factors available for use at the start of the game. This stockpile is subject to increase and decrease during each season, due to actions of the player and other nations.
2. A & I factors are spent by a nation in each season for various purposes. These factors are subtracted from a nationâs stockpile. Once thus subtracted these factors are removed from the game. See tables 1 through 4 for a list of A & I costs.
3. Each province has an A & I âyieldâ at the beginning of the game. This is the number of factors of either type which are added to the stockpile of the nation of which the province is a part.
4. Each season can be split into two sections which are independent of one another. First, âcostsâ in which a nation performs and pays for all of itsâ actions that turn; and second, âincomeâ in which a nation receives factors from various sources.
5. A nation may only spend on actions, factors which it had at the Start of Season (SOS). Thus a nation may not spend more than it has SOS on costs even though it may be receiving more factors during the income section.
6. The A & I yields may be temporarily decreased by:
a. Sabotage & Guerilla Warfare according to tables 14-16. See Rules VIII 1-3.
b. Military Action. If a province is attacked (successfully or otherwise) by unfriendly units, then the province does not yield.
c. Winter. All provinces have their A yield reduced by 50% in each winter. Factors are rounded up to the greatest whole factor in favor of the greater yield. Although the game begins in Winter 1914, there is no Winter halving for this season.
Any alteration due to the above three is transitory and only in force for the appropriate season.
7. The A & I yields may be permanently increased by âResearchâ. In any turn in which an API or IPI is assigned to a province, the yield from that province is increased by 1A or 1I (depending on the type of PI). The yield from that province then remains at that new level for all succeeding turns. (See section V).
8. The number of Aâs in a stockpile is reduced each season by deterioration. This reduction consists of Âź of the total number of Aâs in that stockpile at SOS before any other costs have been paid. All fractions are rounded up in favor of the greater loss, with exception that a stockpile of 1A does not alter.
9. $ factors represent the total money available for use by a nation. They are spent from the nationâs stockpile, but unlike A & I are not removed from game; The total $ expenditure by a nation in a season goes into the âescrowâ of the nation in which the money was spent. During the income section of each season, one-fifth (0.2) of the $ which was in the escrow of a nation at SOS is transferred from escrow (E) to the on-hand $ stockpile. Fractions are rounded up in favor of the greatest income. Note that there is no net increase or decrease of overall $ in a nation by this transfer.
10. M factors represent the manpower of a nation that can be used in a military context. Each turn a nation yields a certain number of M (see table 18). At the end of any turn in which a nation cannot satisfy the âstarvation requirementsâ (see table 19) it loses 1M for each 1A short of the required amount.
M factors are assigned to military units and installations when they are built (for costs see table 1). Thereafter, while the unit remains in existence those M factors are tied up in it. If the unit or installation is disbanded then the M factors are returned to the stockpile of the owning nation.
M factors can only be destroyed in battle. A unit which experiences any casualties according to table 6 suffers no effect in itself (it is assumed reinforcements are always available). The casualties are met from the stockpile of the nation which owns the units. If there are insufficient Ms, then the unit is demobilized, and the Ms are returned to the stockpile. If a unit is annihilated in battle then the Ms in the unit are destroyed. No casualties will be assessed against an owning nationâs stockpile for an annihilated unitâs casualties.
11. If a nation orders actions which cost in excess of the factors available to the nation, then some actions will be failed. The order of failure is laid out in table 5 and orders will be failed until the expenses can be covered. If there is more than one order in a category to be failed then they are failed by chance, determined by the GM. A nation may wish to supercede the GMâs table with one of his own, but this only lasts for the season indicated unless otherwise specified.
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