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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. |
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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. |
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British
planes have an implicit LoA in SOG and WMS due to Gibraltar. |
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[rule
change] The Rome Fleet starts at TYS. |
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[rule
change] When a power conquers a capital, the new plane starts at the power's capital |
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[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. |
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Russian
Winter: All Soviet forces have force 2 in the winter when moving into Soviet provinces. |
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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. |
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American
Units:
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Americans
enter the game at Autumn 1942. |
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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. |
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All
american units are build and transfered from the virtual province USA. |
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American builds only occur during Winter season. |
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Initially,
the american units consist of 1 plane and 2 units (Fleets or Armies). |
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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). |
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All moves
"USA - province" cannot be stopped, so if there are any non-american
units there, they must retreat. |
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Planes may move within the LoA of American, British and French units. |
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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) |
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An U-Boat
is a special unit just like a plane, except for: |
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They can
only move in seas. |
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They do
not have LoA and may not be used to define plane's LoA. |
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Instead of
bombing, U-Boats can mine seas. A Fleet within a mined sea, cannot support or convoy any
unit. |
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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) |
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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). |
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Any power
can build U-Boats instead of Fleets. |
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Starting
in Autumn 1943, a plane can cut an U-Boat order (mining and others) by bombing that sea. |
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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 |
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A Spy is a
special unit with the following features: |
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One spy
per power. |
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Secret
moves - no one knows where a spy is. |
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Spies do
not have LoA. |
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Spies do
not bounce each other or with any other piece. |
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Spies may
enter Switzerland! (anathema!!!). |
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A Fleet
can convoy a spy, just by holding its position (secret convoy). |
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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) . |
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In each
turn, a spy can move and then issue an order (just like planes). |
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The set of
possible orders are:
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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. |
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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. |
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Return
Home - the spy returns to his Home, and all attachments are broken. |
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Sabotage -
Prevents any building on that province. Must be ordered in the last two move turns before
the building turn. |
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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. |
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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. |
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[Alliance
module on] Reveal Alliance - must be ordered in the other player's Capital. Returns all
power's alliances. |
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Any two
powers (main powers or satellites) can ally. |
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An
alliance is a secret to the other players. |
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To create
an alliance, each power must send a <alliance other-power> order. Some
notes:
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Only one
alliance order per turn per power. |
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To ally
with satellites, each controlling main power must send the same alliance order. |
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To break
an alliance, a power must send a <dissension allied-power>. However, the
alliance is only breaked in the next move turn.
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Only one
dissension order per turn per power. |
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A
satellite can only break an alliance, if all controlling powers send the same dissension
order. |
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Two allies
can:
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Share
their units LoA. |
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Swap
units. |
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Two allies
cannot:
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Attack
allied units. |
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Cut each
other supports or convoys. |
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Control
each other supply centers (a unit pass through an allied center, but do not conquer it). |
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[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. |