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[ 1939 Rules ]

1939 : Rules Proposal

Any of these rules can be used in the next game or not. A selection has already been made, and this list is constantly subject to discussion and modification.

To better emulate the dynamics of W.W.II, in each year there are 4 move turns with 2 build turns (i.e., Spring Move, Summer Move, Summer Build, Autumn Move, Winter Move, Winter Build). The game starts at Autumn 1939.
I never liked the Dip rule that says that two units of the same power cannot swap their positions, so I'm thinking on allowing it for 1939 games.
British planes have an implicit LoA in SOG and WMS due to Gibraltar.
[rule change] The Rome Fleet starts at TYS.
[rule change] When a power conquers a capital, the new plane starts at the power's capital
[rule change] Increase the number of turns for Afrika Corps moves (perhaps between Spring 1941 and Winter 1942). However, only one unit per turn can be deployed to Libya.
Russian Winter: All Soviet forces have force 2 in the winter when moving into Soviet provinces.
When Germany conquers Warsaw, it gains another plane at Berlin (if there is already a plane in Berlin, the building must wait until the next build phase). This plane is definitive, even if Germany looses Warsaw.
American Units:
Americans enter the game at Autumn 1942.
The command of these units are made by France and Britain (as if they were a satellite). That way, there is a new friction between the two natural allies.
All american units are build and transfered from the virtual province USA.
American builds only occur during Winter season.
Initially, the american units consist of 1 plane and 2 units (Fleets or Armies).
Britain and France must choose what type of units they will build (B F USA or B A USA) and where to deploy them (armies may move "A USA-Agadir" or "A USA-Palestine", fleets may move "F USA-MAO" or "F USA-NAO", and planes within the LoA of American units).
All moves "USA - province" cannot be stopped, so if there are any non-american units there, they must retreat.
Planes may move within the LoA of American, British and French units.
Centers conquered by American forces only create American units (these centers do not count has British or French centers!). For N american centers, there can be N+2 units (the two extra units are the initial ones)

There will be presented optional module rules. These modules can be added to create more or less complex diplomacy games. This is an advantage to the players, since they can control how complex a 1939 game can be.

OPTIONAL MODULE - U-BOATS uboatG.gif (113 bytes)

An U-Boat is a special unit just like a plane, except for:
They can only move in seas.
They do not have LoA and may not be used to define plane's LoA.
Instead of bombing, U-Boats can mine seas. A Fleet within a mined sea, cannot support or convoy any unit.
An U-Boat can also Torpedo a sea. A Fleet or U-Boat entering such sea faces a force 1 defense. This order can be supported by other U-Boats (they must be adjacent to the specified sea)
U-Boats have an extra move order: "Follow". This order binds the U-Boat to the current Fleet that is placed on that sea. That way, where the Fleet goes, the U-Boat also goes (except if it bounces in another U-Boat or the Fleet goes to a coastal province). E.g., "U NAO Follow Mine" says to follow the NAO Fleet and if the Fleet does not move, to mine the sea (i.e., it cancels all convoys and supports).
Any power can build U-Boats instead of Fleets.
Starting in Autumn 1943, a plane can cut an U-Boat order (mining and others) by bombing that sea.
The Hamburg Shipyard: Germany starts with a virtual U-Boat at HEL. This U-Boat does not move, but can mine and support in the following set of places: Kie, Hol, Den and HEL. It can also mine NTH. If Germany looses Kiel, this power is not transferred to the conqueror, but cannot use it until Kie is german again. From Autumn 1943, a plane bombing in Kiel or HEL cuts any mining or support

OPTIONAL MODULE - SPIES spy.gif (97 bytes)

A Spy is a special unit with the following features:
One spy per power.
Secret moves - no one knows where a spy is.
Spies do not have LoA.
Spies do not bounce each other or with any other piece.
Spies may enter Switzerland! (anathema!!!).
A Fleet can convoy a spy, just by holding its position (secret convoy).
Each spy has an Home. By default it is the Power's Capital. If the player looses its Capital, he must inform the Game Master of its new Home (any original province, with or without supply center) .
In each turn, a spy can move and then issue an order (just like planes).
The set of possible orders are:
Reveal - returns all spies on that province and in the adjacent ones (except for Switzerland) and if there are any attachments to himself (see next point). It also reveals and deactivates any Sabotage (see below) in process by one of those spies.
Track Spy power - if a Spy is revealed in the previous turn, this order "attach" the spy to the tracked one. Where the tracked spy moves, the tracking spy also moves there. All orders issued by a tracked spy are void. When the tracking spy orders something different, the attachment is broken.
Return Home - the spy returns to his Home, and all attachments are broken.
Sabotage - Prevents any building on that province. Must be ordered in the last two move turns before the building turn.
Block - Prevents the move of any regular unit (i.e., Army or Fleet) with strength one placed on the spy's province or cuts any support made by it. His current position is revealed. Blocking does not accumulate with other units orders.
Command order - If the Fleet or Army placed in the same province orders an Hold or the order was Void, then that unit executes order.
[Alliance module on] Reveal Alliance - must be ordered in the other player's Capital. Returns all power's alliances.


Any two powers (main powers or satellites) can ally.
An alliance is a secret to the other players.
To create an alliance, each power must send a <alliance other-power> order. Some notes:
Only one alliance order per turn per power.
To ally with satellites, each controlling main power must send the same alliance order.
To break an alliance, a power must send a <dissension allied-power>. However, the alliance is only breaked in the next move turn.
Only one dissension order per turn per power.
A satellite can only break an alliance, if all controlling powers send the same dissension order.
Two allies can:
Share their units LoA.
Swap units.
Two allies cannot:
Attack allied units.
Cut each other supports or convoys.
Control each other supply centers (a unit pass through an allied center, but do not conquer it).
[Spy module on] Spy treason: If a power has a Spy in the allied Capital, he may betray his ally (nothing is for sure in Diplomacy). The Spy returns Home. However, the alliance is not broken.

I want to give special thanks to Cristiano Corte Restitutti who gave the initial idea for Spies and U-boats, and is working with me to improve all these modules. Also, I wish to thank André Leme-Lopes and all the other players of Game01.

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Last modified by João Pedro Neto at 17/06/00