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Locarno v0.6 |
ZURÜCK |
A Diplomacy Variant Designed by Charles Féaux de la Croix
1. Introduction
Locarno is a seven-player Diplomacy variant set in Europe after the the international conference held at Locarno in October 1925. The Treaty of Locarno was arguably the watershed mark in the international relations of the 1920s - reestablishing in some measure the fractured European concert of powers and a testimony of the Gustav Stresemann's diplomatic mastery.
Locarno uses the armed neutrals & diplomatic points rules pioneered in Jeff Kase’s and Baron Powell’s Ambition & Empire. Those rules are reproduced – largely unaltered – further below.
2. Rules
All the rules of standard Diplomacy apply save those noted below:
2.1 Minor Powers
In addition to the ten Great Powers, there is also a host of "minor powers," which are non-player neutral SCs representing the smaller states of Europe.
Each minor power, although a "non-player," starts with a unit (unit color is black). All minor powers start with an army except for the following minors that start with a fleet: Denmark, Greece, the Netherlands, Norway, Portugal and Sweden.
Minor power units prevent a Great Power from simply moving into an empty space and gain-ing control of the SC. To occupy a minor power SC, a Great Power will need to move in with support. A minor power unit that is forced to retreat is disbanded. If a Great Power does not occupy the minor power SC at the end of a Fall turn, the minor power’s unit is automatically rebuilt in the Winter.
As in standard Diplomacy, a Great Power controls a minor power SC when one of its units occupies the space after a Fall turn has been played and completed. Once a Great Power gains control of a minor power SC, it can leave the SC vacant and still keep control of it as long as that SC is not occupied by another Great Power at the close of a Fall turn.
Minor power units do nothing but hold in place, unless the unit has been ordered by a Great Power using its Diplomacy Points.
2.2 Diplomatic Points
At the start of the Spring and Fall turns, each Great Power receives one Diplomacy Point (DP) for each SC it controls, up to a maximum of three DPs per turn. During each Spring and Fall turn, each Great Power may allocate none, some, or all of its DPs to minor powers that still have units on the map. For each DP allocated, the allocating Great Power submits an order for that particular minor power’s unit. A Great Power may also consolidate all of its DPs (if it has more than one) into a single order. A Great Power may only order a minor power to hold or support. A minor power can not be ordered to move/attack.
Unused DPs may not be carried over into the next turn. They are simply lost.
Players are not required to tell each other how they allocated their DPs. Just as with negotia-tions, players may honour their agreements with other players or not, as they see fit. Only the GM will know how Great Powers have allocated their DPs. DP allocation is not published in the adjudication; only the end results are published.
The GM determines how DPs have been allocated. In the event of a conflict, an order for a particular minor power’s unit is followed if it is supported by more DPs than any conflicting order. See the following examples:
Example 1. In Spring ‘26, Germany allocates one DP to Austria to get it to support a German attack on Czechya. No other major Power allocates a DP to Austria so the Austrian unit supports the German attack on Czechya.
If, during a Spring or Fall turn, a Great Power allocates more DPs to minor powers than it is entitled to, all of that Great Power’s DPs are forfeited for that particular turn.
2.3 Civil Disorder
If a player is lost during the game, the GM is strongly encouraged to find a replacement player for the affected Great Power rather than have it lapse into civil disorder. In the event no replacement player is found and the GM declares the Great Power to be in permanent civil disorder, the following rules apply:
2.4 Victory Conditions
As soon as one Great Power controls 18 SCs, the game ends immediately and the player representing that Great Power is the winner.
If two Great Powers each gain control of 18 or more SCs at the same time, the player representing the Great Power with the most SCs is considered the winner. If the two Great Powers each control the same number of SCs, the game continues until one player has 18 or more SCs and that player has more SCs than any other player.
Players may terminate the game by mutual agreement before a winner is determined. If this occurs, any decision reached by the players (e.g., concede game to one player, concede game to an alliance) must be accepted unanimously. If the players cannot agree, all players who still have pieces on the board when the game ends share equally in a draw.
2.5 Special Rules
2.6 Map Clarifications
Four-way Intersections:
3. Space Names and Abbreviations
All spaces on the Locarno map, along with their abbreviations, are listed below. SCs are annotated with an asterisk (*).
Albania
Alexandrette Algiers* Ankara* Archangel Armenia Austria* Azerbaijan Beirut* Belgium* Berlin* Brest* Bulgaria* Burgundy Byelorussia Cologne* Czechya* Denmark* East Prussia Edinburgh* Egypt* Estonia Finland* Gascony Gdynia* Gibraltar Great Poland Greece* Hungary* Iceland Iraq* Ireland Istambul* Izmir* Kazakstan Kiel* Konya Krakow* Kurdistan Kuweit Latvia* Leningrad* Lithuania* Liverpool* London* Marseille* Milan* Morocco* Moscow* Munich* Naples* Netherlands* Norway* Palestine Paris* Persia* Picardy Piedmont Pomerania Portugal* Rhineland Rome* Rumania* Saudi Arabia Saxony Siberia Sicily Silesia Slovakia Southern Algeria Spain* Stalingrad* Suez Sweden* Switzerland* Syria Tripoli* Tunisia Ukraine Venetia Volhynia Wales Warsaw* Yorkshire Yugoslavia* Adriatic Sea Aegean Sea Arabian Sea Baltic Sea Black Sea Caspian Sea Eastern Mediterranean English Channel Gulf of Bothnia Gulf of Danzig Gulf of Lion Helgoland Bight Ionian Sea Irish Sea Levantine Coastal Water Mid-Atlantic Ocean North Atlantic Ocean North Sea Norwegian Sea Skaggerak Tyrrhenian Sea |
Alb Ale Alg Ank Arc Arm Aus Aze Bei Bel Ber Bre Bul Bur Bye Col Cze Den EPr Edi Egy Est Fin Gas Gdy Gib GPo Gre Hun Ice Ira Ire Ist Izm Kaz Kie Kon Kra Kur Kuw Lat Len Lit Liv Lon Mar Mil Mor Mos Mun Nap Net Nwy Pal Par Per Pic Pie Pom Por Rhi Rom Rum SAr Sax Sib Sic Sil Slo SAl Spa Sta Sue Swe Swi Syr Tri Tun Ukr Ven Vol Wal War Yor Yug ADR AEG ARA BAL BLA CAS EAS ENG GOB GOD GOL HEL ION IRI LCW MAO NAO NTH NRG SKA TYS |