Diplomacy 2

Diplomacy is a strategic board game. Its main distinction from most board wargames is negotiation: Players spend much of their time forming (and betraying) alliances with other players. Set in Europe just before the beginning of World War I , Diplomacy is played by seven players, each controlling the armed forces of a major European power.
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Grimbold
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Re: Diplomacy 2 Spring 1901

Post by Grimbold » Wed Jan 28, 2009 11:56 pm

Diplomacy 2 (Spring 1901)

AUSTRIA-HUNGARY (Melvyst)

A(Vienna) - Galicia Move Succeeded
A(Budapest) - Serbia Move Succeeded
F(Trieste) - Albania Move Succeeded

ENGLAND (Vardaen)

F(Edinburgh) - Norwegian Sea Move Succeeded
F(London) - North Sea Move Succeeded
A(Liverpool) - York Move Succeeded

FRANCE (Amaris)

F(Brest) - Mid Atlantic Ocean Move Succeeded
A(Marseilles) Stands
A(Paris) - Burgundy Move Failed

GERMANY (EvilMonkey)

A(Berlin) - Silesia Move Succeeded
A(Munich) - Burgundy Move Failed
F(Kiel) - Denmark Move Succeeded

ITALY (MadVlat)

A(Venice) - Piedmont Move Succeeded
A(Rome) - Tuscany Move Succeeded
F(Naples) - Ionian Sea Move Succeeded

RUSSIA (Galen)

F(Sevastopol) - Black Sea Move Failed
A(Moscow) - St. Petersburg Move Succeeded
A(Warsaw) - Prussia Move Succeeded
F(St. Petersburg) sc - Gulf of Bothnia Move Succeeded

TURKEY (Sempai)

A(Constantinople) - Bulgaria Move Succeeded
A(Smyrna) - Constantinople Move Succeeded
F(Ankara) - Black Sea Move Failed
Image
New moves by Tuesday please. Keep in mind that you have to be on a province in the fall to be able to claim an additional unit. Just moving through in Spring does not work.

Edit: Deadline is Friday of course.
Last edited by Grimbold on Fri Jan 30, 2009 1:59 am, edited 1 time in total.

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Re: Diplomacy 2 Spring 1901

Post by MadVlat » Thu Jan 29, 2009 9:21 pm

New moves should be do on Friday Right, not Tuesday?
...And the stone of the earth and the wind in the sky bowed before the wisdom of the Ancient One...

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Re: Diplomacy 2 Spring 1901

Post by Vardaen » Fri Jan 30, 2009 1:50 am

Right? Me and V could get ours in to keep up the game pace.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Re: Diplomacy 2 Spring 1901

Post by Grimbold » Fri Jan 30, 2009 1:58 am

Yeah! Friday of course.

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Re: Diplomacy 2 Spring 1901

Post by Grimbold » Sat Jan 31, 2009 9:02 pm

Still waiting for MadVlat and Sempai.

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Re: Diplomacy 2 Spring 1901

Post by sempai » Tue Feb 03, 2009 2:35 am

sorry i assumed tuesday didn't check the thread till now... I'll send them asap.

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Re: Diplomacy 2 Spring 1901

Post by Grimbold » Tue Feb 03, 2009 11:34 am

No problem. I first wrote in the wrong date. From now on it will always be Tuesday/Friday.

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Re: Diplomacy 2 Spring 1901

Post by Grimbold » Thu Feb 05, 2009 11:44 am

(Autumn 1901)

AUSTRIA-HUNGARY

A(Galicia) s GERMAN A(Silesia) - Warsaw
F(Albania) - Greece Move Succeeded
A(Serbia) s F(Albania) - Greece

ENGLAND

F(North Sea) - Holland Move Succeeded
F(Norwegian Sea) - Norway Move Succeeded
A(York) Stands

FRANCE

A(Paris) - Burgundy Move Succeeded
A(Marseilles) s A(Paris) - Burgundy Support cut
F(Mid Atlantic Ocean) - Spain nc Move Succeeded

GERMANY

A(Munich) - Berlin Move Succeeded
A(Silesia) - Warsaw Move Succeeded
F(Denmark) Stands

ITALY

A(Piedmont) - Marseilles Move Failed
A(Tuscany) - Venice Move Succeeded
F(Ionian Sea) - Tunis Move Succeeded

RUSSIA

A(Prussia) - Warsaw Move Failed
A(St. Petersburg) - Moscow Move Succeeded
F(Gulf of Bothnia) - Sweden Move Succeeded
F(Sevastopol) s TURKISH A(Bulgaria) - Rumania

TURKEY

A(Constantinople) - Bulgaria Move Succeeded
A(Bulgaria) - Rumania Move Succeeded
F(Ankara) - Constantinople Move Succeeded


Autumn 1901 Adjustments:
A: +Greece, +Serbia, Budapest, Trieste, Vienna = 5; Gains 2.
E: +Holland, +Norway, Edinburgh, London, Liverpool = 5; Gains 2.
F: Marseilles, +Spain, Brest, Paris = 4; Gains 1.
G: Berlin, +Warsaw, +Denmark, Kiel, Munich = 5; Gains 2.
I: Venice, +Tunis, Naples, Rome = 4; Gains 1.
R: Moscow, +Sweden, Sevastopol, St. Petersburg, -Warsaw = 4; No change.
T: +Bulgaria, +Rumania, Constantinople, Ankara, Smyrna = 5; Gains 2.
Builds:
Austria +2
England +2
France +1
Germany +2
Italy +1
Russia +0
Turkey +2
Please post your builds by Friday (yes, that is soon, but I would like to try and stick to the Tuesday/Friday schedule - GM errors nonwithstanding...)
Map will follow as soon as possible. ie today.

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Re: Diplomacy 2 Fall 1901

Post by Grimbold » Thu Feb 05, 2009 11:46 am

Keep in mind you can only build in your 3 starting provinces. Please specify if it is to be a Fleet or Army and in St.P specify if it is a fleet whether it should be south coast or north coast.

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Re: Diplomacy 2 Fall 1901

Post by Grimbold » Thu Feb 05, 2009 9:11 pm

Image
I am adding the five minute diplomacy rules teaching guide for rule reference below. Feel free to ask me any questions.
A Five Minute Teaching Guide
by Edi Birsan
Players: There are 7 players in the game, one for each of the major powers in Europe in 1901:
England, France, Germany, Italy, Austria, Russia and Turkey.
Turns are divided: Spring and Fall with the game starting in Spring 1901.
Players discuss their plans for their pieces privately at the beginning of the Spring and Fall moves.
You are not bound by anything you say or do with another player.
Players secretly write down their orders for their pieces and then they are revealed and adjudicated simultaneously.

Abbreviations in order writing are listed on the conference map with S for Support and C for Convoy.
When writing a support for a piece to move you have write where the target piece is moving to.
There is no discussion when players have to retreat or make adjustments to their positions.

The map is divided into different named spaces (called provinces in the game).
Provinces can be water or land. Land provinces may be coastal or inland.
Split Coasts exist in St. Petersburg, Bulgaria and Spain. A fleet in those provinces must be on one coast or another.
There are 34 supply centers on the map (stars/dots) scattered in 75 named provinces.
To win you need 18 supply centers at the end of a Fall move.
Players start with 3 or 4 supply centers; these are your home centers in one of 7 Great Powers.

There are two piece types: Army and Fleet.
For every supply center you own at the end of the Fall you may place one piece on the board.
If you are short of pieces you build new ones in unoccupied home centers.
If you have more pieces than supply centers you must reduce your pieces to equal the number of supply centers.
Each piece has equal strength so it moves with a force of 1 plus 1 for each of its supports.
An Army may move or give support for another piece to move into or hold an adjacent land .
A Fleet may move or give support for another piece to move into or hold an adjacent water or coastal land province or convoy an Army to a coastal land province.
Only one piece may be in a province at any time.
You may move all or some of your pieces each turn.
Teaching
A piece moves only one province at a time to an adjacent province unless you are an Army being convoyed.
No switching. Units ordered to each other's province do NOT switch positions unless one is being convoyed.

Your piece may only do one of the following things in any turn:
MOVE to an adjacent province or be convoyed from a coastal land province to a coastal land province. Fleets in split coasts may only move to adjacent coastal land or water provinces.
SUPPORT to defend another adjacent piece in place if you could have moved there and it is not moving.
SUPPORT a specific piece to attack another province that your unit could move to; fleets in split coasts may only support moves into a province that they could have moved on.
CONVOY if a fleet at a sea space, you can assist in convoying an army.
HOLD (also called Stand) in place doing nothing.

When giving support you are adding your force to the mover on, or the holder of, a province.
You may support other people's pieces.
Bounce: If units of equal support try to move to an unoccupied province then they BOUNCE and no one gets in.
Supports are CUT by a piece moving on the supporter from other than the province that the support is directed
at.

To force someone out of a province requires that you have greater force than the piece that is holding the province plus all of its supports to Hold. A move with one support and a hold with one support bounce.
Cut supports do not count for the determination of who has the most force.
A convoy is a move of an army in one coastal land province to another by a fleet, or a chain of fleets, in adjacent water provinces.
A fleet in a coastal land province may not convoy.

You cannot dislodge or cut support of one of your own units. No '˜friendly fire'.
Units forced out of their province are dislodged and must retreat to a vacant adjacent province that it could otherwise legally move to.
You may not retreat to a province that was the site of a Bounce.
You may not retreat via a convoy.
If you cannot retreat or decide not to retreat, the piece is disbanded.

A dislodged piece has no effect on the province from which the mover came that dislodged it.
A dislodged convoying fleet disrupts the convoy and the convoy does not take place.

Oddities: Kiel and Constantinople have a single coast due to their waterways (Kiel Canal/Bosphorus). Denmark connects with Sweden so armies can go between them but the Danish and Swedish coasts are not divided in two. As a coastal land province you may not convoy through Denmark, Kiel or Constantinople.

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