Diplomacy Rules: 1. Diplomatic Phase
Diplomacy Rules: 1. Diplomatic Phase
Diplomacy Rules: 1. Diplomatic Phase
All turns are divided into "spring" and "fall" with the game starting in spring 1901.
1. Diplomatic phase
2. Order Writing phase
3. Order Resolution phase
4. Retreat and Disbanding phase
1. Diplomatic phase
2. Order Writing phase
3. Order Resolution phase
4. Retreat and Disbanding phase
5. Gaining and Losing Units phase
1. Diplomatic Phase
During this phase, the players meet to discuss their plans for the upcoming turns.
Alliances and strategies are made. Usually, they last around 15 minutes but may end
sooner if all players agree.
During this phase, players may say anything, they can go to seperate rooms to have
private talks, they can spread rumours. They can make public announcements and publish
even written agreements and documents, however they do not bind a player to keep their
promises.
If the order is illegal, miswritten or ambiguous then the units hold position. You can't let
players decide what they meant to write AFTER they see other people's moves; it ruins
the whole game.
Not more than 5 minutes should be allowed for writing orders after the diplomatic
negotiation period has ended.
Order Format
In each order, the type of unit is written first ("A" for army or "F" for fleet) followed by
the province they unit occupies. Then the order is given (Hold, Move, Support, Convoy).
After that a target province can follow.
Units
There are two types of units (army and fleet) and they have all equal strength.
Orders or Moves
o MOVE
A move order is written with a dash. e.g. A Paris-Picardy means that an army
must move (attack) from Paris to Picardy.
Army Movement
An army can move into an adjacent inland or coastal province but not into water.
If the adjacent target province is occupied, then no move will be executed.
Fleet Movement
A fleet can move to an adjacent water or coastal province but not into inland.
Every location on the map that has no name can't be occupied. e.g. Switzerland,
Corsica are impassable. Armies can move between Sweden and Denmark in one
turn.
Standoffs
This is when forces of equal strength try to occupy the same province at the same
turn. These rules apply when one or more countries are involved:
Units of equal strength try to occupy the same province cause all those
units to remain in their original provinces.
A standoff doesn't dislodge the unit already in the province where the
standoff took place.
e.g. in Diagram 1, the unit in Silesia will hold position.
One unit not moving can stop a unit or series of units from moving.
o SUPPORT
Since all units have the same strength, one unit can't attack and advance against
another without help. That help is called "support". If an attack is successfull, the
attacking unit will move into that target province.
If the unit that was attacked had no orders to move elsewhere, it is defeated and
dislodged from the province. The dislodged unit must retreat or be disbanded.
A unit not ordered to move can be supported by a support order that only
mentions its province. e.g. F Denmark S F Baltic. So, the fleet in Denmark will
support the fleet in Baltic as long as the fleet in Baltic don't move.
A unit ordered to move can only be supported by a support order that matches
the move. e.g. A Paris S A Marseille-Burgundy. The Army of Paris will support
the attack on Burgundy only if the army from Marseille is really attacking
Burgundy. If the Army of Marseille holds its position or move to Gasconny, then
no support will be given.
A dislodged unit can still cause a standoff in a province different from the one
that dislodged it.
The Austrian attack from Bohemia will dislodge the German army in Munich.
However, that Army in Munich will still cause a standoff with the Russian Army
trying to enter Silesia.
A dislodged unit, even with support, has no effect on the province that dislodged
it. If two units are ordered to the same province and one of them is dislodged by a
unit coming from that province, the other attacking unit can move. This situation
doesnt result in a standoff since the dislodged unit has no effect on the province
that dislodged it.
The Russian Army in Rumania dislodges the Turkish Army in Bulgaria. That
Turkish Army and the Russian Army in Sevastopol are ordered to attack Rumania
which would normally cause a standoff but because the Turkish Army was
dislodged, there will be no standoff. The Russian Army of Sevastopol can enter
Rumania and the Turkish Army of Bulgaria must retreat.
Cutting Support
Support can be cut and this causes that the support order fails and support will be
given.
Support is cut if the unit giving support is attacked from any province except
the one where support is being given.
The support from the Army in Silesia is cut by an attack from Bohemia. Notice
that it was enough to attack a supporting army to cut the support.
The Russian Army coming from Prussia dislodges the German Army in Silesia.
The support of the Silesian Army is thus cut and the German Army in Berlin
stands off the Russian Fleet in the Baltic.
A unit being dislodged by one province can still cut support in another
province.
Just as a unit being dislodged by one province can still cause a standoff in
another, a unit still manages to cut support even if its dislodged.
Just make sure that the dislodgment isnt coming from the province where the unit
is giving support.
(Remember this rule: A dislodged unit, even with support, has no effect on the
province that dislodged it.)
o CONVOY
A fleet in a water province can convoy an army from any adjacent coastal
province to any other coastal province adjacent to that water province.
A fleet can't convoy more than one Army at the same time.
If fleets occupy adjacent water provinces, an Army can be convoyed through all
these water provinces on one turn, landing in a coastal province adjacent to the
final Fleet in the chain.
Disrupting a Convoy
The Fleet in the Tyrrhenian is dislodged, so the French Army doesn't move from
Spain to Naples.
An attack on a convoying Fleet, which doesn't dislodge it, doesn't affect the
convoy.
A convoy that causes the convoyed Army to standoff at its destination results in
that army remaining in its original province.
o HOLD
Resolution will result in successful moves, failed moves, standoffs, retreats and
disbandments.
The units on the map are moved and removed as described in the next two phases of play.
These retreats are written down like orders and immediately revealed without any prior
diplomacy or discussion.
If a dislodged unit can't retreat (for any reason), then the unit will be removed from the
map.
e.g. if two or more units are ordered to retreat to the same province, then they all will be
removed.
After each Fall turn, players check to see how many supply centers they control or
occupy.
Once a power have control of a suply center, it can leave the center vacant and still keep
control of it until another player occupies that province after the Fall turn.
In other words, a player can only get control of a supply center when he occupies it after
the Fall turn.
After each Fall turn (including retreats), players adjust their units to match the number of
supply centers they control.
This can result in some units being removed when the player has lost supply centers. The
owner can decide which units.
When the player gained supply centers or when a player has more supply centers than
units, he is allowed to built extra units.
New units can be placed in each unoccupied supply center of its home country that are
still in control.
Players write down which units they will remove (disband) and what type of units must
be built in the home supply centers.
All these orders are revealed simultaneously and no prior discussion or diplomacy is
allowed during the writing.