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Fourteen Ninety-Two
A Diplomacy variant by Edwin Godfrey
In fourteen hundred and ninety-two, Columbus sailed the ocean
blue. With the benefit of hindsight, we know that he was to discover
the Americas, and that other explorations were gradually to reveal the
map of the continent as we know it. But to the men of that time the
world might have turned out in almost any form, and all kinds of
possibilities lay beyond the horizon, such as a quick route to Cathay,
the land of Eldorado, the city of Atlantis or the kingdom of Prester
John. Indeed, medieval scholars invented a highly sophisticated
pantheon of monsters and creatures that were said to inhabit the
unexplored lands.
This variant seeks to recreate the uncertainty of the times when the
world was largely unknown, by making the majority, of the playing
board unknown to the players, who have to 'discover' it gradually like
the early explorers. It is hoped that this will produce a combination
of the merits of Diplomacy with some of the adventure of games such as
Dungeons and Dragons.
0. The rules of Diplomacy apply unless otherwise stated.
1. The players represent the major maritime powers of Western Europe,
and their units and supply centres at the start of the game are as
follows:
England: F Plymouth; F Liverpool (wc); A London
France: F Brest; F Bordeaux; A Paris
Portugal: F Lisbon; F Oporto; A Coimbra
Spain: F Cadiz; F Bilbao; A Madrid
2. The first move is designated as Spring 1492, and the game continues
in Spring and Autumn moves as in regular Diplomacy.
3. The map attached to these rules represents the Known World at the
start of the game. However, this is only part of the complete
playing board. Before the start, the GM secretly devises his own
imaginary map of the rest of the World, which connects on all sides
with the Known World, but need not have any resemblance to the real
world as we know it. There should be a suitable balance of land and
sea areas, with islands and continents to be discovered, and a
sufficient sprinkling of supply centres. Some of the supply centres
may be occupied by native armies, which have to be overcome before
the centre can be occupied. It is suggested that the world should
be "cylindrical" i.e. that the eastern and western edges of the
board should connect, with impassable barriers of ice to the north
and south, but a flat earth or any other design is not ruled
out. The GM may incorporate ideas of his own into his own design,
so long as he gives sufficient information to the players when they
encounter them.
4. When any of a player's units enter an area on the edge of The Known
World or outside the Known World, the GM privately notifies that
player of the number and shape of all adjacent areas, whether they
are land or sea, whether they contain a supply centre and whether
they contain any foreign units. Players may of course pass on
information to each other, or mislead the other players with false
maps.
5. A player who is the first to discover an area in this way may give
it an appropriate name, which will be used in the game
thereafter. If more than one player chooses a name, the GM selects
the best. Failing this, the GM may choose a name. If a player
subsequently conquers the area he may rename it.
6. Moves are reported in the game reports only to the extent that they
take place within the Known World. Supposing that ABC and DEF are
the names of off-board areas, some examples of orders end their
reporting might be as follows:
Order: F(ABC) Stand Report: F(OB)
Order: F(ABC) - DEF Report: F(OB)
Order: F(SAO) - ABC Report: F(SAO)-OB
Order: F(ABC) - SAO Report: F(OB)-SAO
Order: F(SAO) S F(ABC)-DEF Report: F(SAO) S F(OB)
However, if an area outside the Known World has been discovered by
all the players, moves are also reported to the extent that they
take place in that area.
7. Builds take place as in regular Diplomacy. However, only the number
of off-board supply centres owned by each player is reported, not
their location (unless they have been discovered by all the
players).
8. The following restrictions or additions to normal movement apply:
(a) The areas of the Known World not divided into named provinces
(designated as Rest of Europe) are impassable.
(b) A player's units may not enter the home territories of another
player.
(c) Sea areas in the Known World (but not outside it) may contain
any number of fleets.
The effect of these rules is that conflicts may only take place
outside the Known World or in the named land areas at the edge of
the Known World. (Colonial wars frequently took place without
involving a European conflagration.) However, units within the
Known World may give support to units moving or standing in combat
areas.
9. Fleets have the following additional capabilities:
(a) On leaving a home supply centre, a fleet has the option of
moving either one or two spaces (cf. the pawn in chess) so long
as the move does not take it outside the Known World. Only
those unknown areas which are adjacent to the fleet at the end
of its move are disclosed to the player concerned. This rule
(combined with rule 8(c) above) gives the players a chance to
explore in directions other than those opposite to their home
territories.
(b) Fleets may move directly from EMS to BLA and vice versa.
10. For combined operations of armies and fleets, the same rules apply
as in the Abstraction variant. See the Universal A/F rules module.
11. (a) Any native armies which the GM places in supply centres will
not, unless the GM specifies otherwise, have any movement
capability and if they are dislodged. they will be removed
from the Board.
(b) (Optional rule) A native army which is dislodged is
transformed into a treasure unit (T) with no offensive of
defensive strength, which may be transported by an army or a
fleet. A treasure unit may be passed from one army or fleet to
another by the first unit leaving the relevant space without
the T unit, and the second unit occupying the space. Moving
units should specify whether they are transporting the
treasure. Units of another power may capture a treasure unit
either by occupying the space where its previous holder has
left it or by annihilating the unit transporting it If a
player succeeds in transporting a treasure unit back to one of
his home centres, the unit is removed from the board, but the
player concerned is thereafter entitled to an additional build
over and above his total supply centre count.
12. The game is won by the first player to control a majority of the
off-board supply centres, the total number of which will be
announced by the GM at the start of the game.
List of Known World provinces with standard abbreviations
Alg Algeria Lpl Liverpool BLA Black Sea
Arc Arctic Mad Madrid BOB Bay of Biscay
Bil Bilbao Mor Morocco CEL Celtic Sea
Bor Bordeaux Opo Oporto CMS Central Med. Sea
Bre Brest Par Paris EMS Eastern Med. Sea
Cad Cadiz Per Persia ENG English Channel
Cau Caucasus Ply Plymouth MAO Mid Atlantic Ocean
Coi Coimbra Syr Syria NAO North Atlantic Ocean
Egy Egypt Tar Tartary NTH North Sea
Lib Libya Tun Tunisia NWG Norwegian Sea
Lis Lisbon SAO South Atlantic Ocean
Lon London BAR Barents Sea WMS Western Med. Sea
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1492 Known World map.
Larger version of Known World map with abbreviations emphasised.
Universal Army/Fleet Rules Module.
Dylan O'Donnell
(psmith@spod-central.org)