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HOPLITE WARS by Stephen Agar
[Comments in square brackets by Dylan O'Donnell]
The principal differences between this variant and Diplomacy is that I
have introduced two types of supply centres (Cities and Towns) and a third
unit type (the Garrison). The idea is that Cities are regular supply
centres, but Towns can only contribute half the resources needed to build
a regular unit. However, a player can choose to build Garrison units
instead or regular units at a cost of only a half a regular unit, the
disadvantage being that they cannot move from the space in which they are
built.
Thus, powers can garrison conquered areas to guard against the very fluid
sea movement rules. To overcome the bottle necks that may be created by
the density of the geography on the mainland I have adopted full
Multiplicity rules to allow for multiple units to be merged and split.
I decided to base this ancient variant around Athens, Sparta, Boeotia,
Achea, Argolis, Aetolia and Thessaly, excluding Macedonia which was not a
major power until the mid 4th century BC. The problem of minor city states
and the colonies was tackled by allowing each player to control one minor
state and one colony each. Thus each player starts the game with three
units in his Major State, one unit in a Minor State and in the first
Autumn he will acquire a Colony in the Aegean.
This game has an element of mixing up the starting positions of the
various players and may encourage a lot of deals to be struck between
players at the opposite end of the board. Hopefully the use of Garrisons
will be balanced by the formation of multiple units to break through any
defensive lines, while flexible rules about disbanding Garrisons and
converting Armies to Fleets (and vice versa) allow for a speedy change of
strategy.
The map is reasonably accurate from a historical viewpoint, though some
names for spaces have been used because the name is famous (Eg. Marathon,
Pylos) rather than because the place was important in itself.
RULES
0. All the usual Diplomacy rules apply.
1. There are seven Major States in this game who each also control one
Minor State. The initial set up is not fixed and the players can diplome
before the first season which shall announce the starting positions. Note
that players may choose to build Garrisons as well as Armies and Fleets
and can choose to leave some home centres vacant. Home centres are as
follows (with the additional Minor State shown last on each list):
ACHEA: Aegium; Patrae; Pellene; + Chalcis
AETOLIA: Agrinion; Callion; Thermos; + Mantinea
ARGOLIS: Argos; Corinth; Hermione; + Pherea
ATHENS: Athens; Marathon; Thoricus; + Anactorium
BOEOTIA: Aulis; Orchomenos; Thebes; + Elis
SPARTA: Sparta; Prasiae; Zarax; + Elatea
THESSALY: Cierion; Larissa; Pelinna; + Messene
The Major States and the Minor States are always considered to be
separate, although each player controls one of each. This variant uses
full Multiplicity rules and players may decide to form multiple units
within their Major States immediately.
However, no multiple units which comprise troops from a Major Power and a
Minor State may be formed at the beginning of the game and each Minor
State must start the game with a single unit in it.
[Or a double Garrison.]
Thus Athens could start the game with 2F(Athens), A(Marathon) and
A(Anactorium) if they wished, while Sparta may go for 2A(Sparta),
G(Prasiae), G(Zarax), A(Elatea).
2. Supply Centres: There are two types of supply centres in this variant,
Cities (which are the equivalent of regular supply centres) and Towns
(which have half the value of a regular supply centre). Thus a player
would need to control two Towns to have the resources to build a single
unit which could alternatively be supplied by one City. All Cities start
the game occupied (with the exception of Megara) and all Towns start the
game neutral.
3. Multiple Units: Full Multiplicity II rules apply (see below.)
Players are permitted to form multiple units comprising a mix of units
from the Major and Minor States under their control.
4. Garrison Units: Rather than build regular units a player may choose to
build garrison units which are the same as regular armies in all respects
save that they may not move from the Town or City on which they are built
and they may only support other units which combine with them to form a
multiple unit. They may receive support as normal. A Town or City may have
more than one garrison unit stationed there as a multiple garrison. If a
garrison unit is forced to retreat it disbands.
A player may decide to voluntarily disband any number of garrison units
during winter adjustments which will enable him to use the builds released
for new builds.
[Note that a Garrison unit only requires half a supply centre for
building and upkeep; one Town's worth.]
5. Minor States: All units controlled by one player (Major State, Minor
State, colony) count as one power for the purposes of the rule prohibiting
self-dislodgment. Major States and their colonies are treated as one power
for adjustments, but Minor States are treated as independent powers.
[If a multiple unit containing both Major and Minor components
captures a Town or City (apart from the exception below), the
centre is considered to be controlled by the Major power, unless
_explicitly_ stated by the controlling player in the movement
orders; centres may change control between a player's two powers in
this manner.]
If a Minor State loses its home City and that City is recaptured by the
Minor State's controlling Major State then the Minor State's home city is
deemed to be returned to the control of the Minor State and not to the
control of the controlling Major State. Thus a Minor State may be
eliminated, only to resurface if its home city is "liberated".
6. The Colonies: The following Towns will each declare themselves in
support of a different Major States (to be determined at random) at the
end of the first Autumn move.
Chios; Phocaea; Cos; Rhodes; Lesbos; Samos; Miletos
Thus each Major State will automatically control the Town in question and
may use its resources or even build there.
[Note that once a Colony has declared, it has no special status;
after A450, the Colonies function entirely as normal Towns.]
7. The Shrine at Delphi: There are enough resources in the form of sacred
offerings to enable a player who chooses to sack Delphi to raise two extra
units for the duration of the game. The specific order "SACK Delphi" must
be written. The additional units are then built in the next adjustment
phase and are not dependent on supply centres and thus can only be removed
from the board through annihilation (or the absence of a legitimate
retreat order). However, all god-fearing Greeks will forever shun a player
who sacks Delphi and thereafter his units (both Major and Minor States)
may not receive support from any other player for the duration of the game.
[Any occupying unit may sack Delphi, and may be supported to hold
whilst doing so by any power. Delphi may only be sacked once. Apart
from its ability to be sacked, Dephi is not a supply centre, and
units may not be built there.]
8. Control of Supply Centres: Control of a City only passes after Autumn
moves, as in Regular Diplomacy. However, control of Towns passes after
every Spring and Autumn move, although the relevant builds can only be
made in a Winter season, as usual. Thus if Sparta successfully ordered
A(Sparta)-Tegea on the first move and A(Tegea)-Lepreon on the second and
Tegea was not taken by any other player on the second move, then Sparta
would gain one regular build for controlling both Tegea and Lepreon.
9. Builds: A player may build in any City or Town captured by that player
or in a Colony that declares for that player (note that Major and Minor
States maintain separate supply centre charts and are treated as separate
powers).
Players may also elect to transform any Army unit in a supply centre (City
or Town) to a Fleet during adjustments (or vice versa).
10. Signing Units Over: It is specifically forbidden for players to sign
units over to each other in any circumstances whatsoever.
11. Miscellaneous: Corinth has only one coast and Fleets may enter from
one side and exit by the other.
[Chalcis, Larissa and Megara each have two coasts, north and south, which
function for building purposes exactly as St Petersburg in Standard.]
12. Calendar: Initial builds take place in Winter 451BC, the first Spring
move being Spring 450BC.
13. Victory: There are 29 Cities and 23 Towns in this variant, equivalent
to some 40 1/2 supply centres. The special double supply centre at Delphi
is not counted for the purposes of assessing victory. The winner is the
first player to control more than the equivalent of 20 Cities.
List of provinces and abbreviations.
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MULTIPLICITY II rules
by Richard Walkerdine, revised Keith Black
1. Initial Placement. Players may choose whether the units originally
starting on their home supply centres are armies or fleets, and Russia is
free to build on either coast of StP provided it is specified.
2. Multiple Units. The essence of Multiplicity is the multiple unit, thus
multiple units may exist subject to the rules below (Eg. 2A, 3A, A/F,
2A/F etc). Each component part of a multiple unit requires a supply centre
to support it.
A multiple unit may distribute its supports into different spaces and need
not support with its full strength.
3. Merging. A multiple unit is formed by merging two or more existing
units of the same nationality. Merging takes place by ordering the units
concerned to merge in the same space (Eg. A(Mar) & A(Pic) MERGE 2A(Bur).
All forces attempting to merge are deemed to be supporting each other
(except for A/F's - see below), thus if in the above example Germany
ordered A(Mun)-Bur the merge would still succeed. Support for a merge in a
given space may also be given by a non-participating force (Eg.
A(Par) S MERGE (Bur)). If part of a merge fails due to one of the
component units failing to reach the space in which the merge is to take
place, then any other units ordered to merge will follow their movement
orders unaffected (even if this results in a normal move as opposed to a
merge).
[Note that mergers must be explicitly ordered: for example,
FRANCE: A(Par)-Bur, A(Bur)-Mun. GERMANY A(Ruh)-Mun
results in A(Bur) blocking A(Par)-Bur, not merging with it to form
2A(Bur).]
Multiple units may also be formed by a player building on a home supply
centre which is already occupied.
4. Combat. A multiple unit stands, moves and fights with a strength equal
to the number of units present in the merged unit. Thus a 2A will displace
an unsupported army.
Support given by a multiple unit is cut up to the strength of the
strongest attack on that multiple unit (not the total of the attacks on
the multiple unit). Where a multiple unit is supporting units in different
spaces the order in which the support orders are written will be taken to
indicate priority, so the last written support order is cut first etc.
Any support from a force in province A for an attack from province B into
province C is not counted for the purpose of cutting support from a force
in C supporting an attack from D against A. For example,
FRANCE: 2A(Par) S A(Bur)-Pic. ENGLAND: 3A(Pic) S A(Bre)-Par.
The French 2A(Par) cannot cut supports for an attack on itself, therefore
only one of the three supports offered by the English A(Pic) is cut, thus
A(Bre) attacks the 2A(Par) with two valid supports, thus the move
A(Bre)-Par succeeds and the 2A(Par) is dislodged.
A merging unit does not cut support for an attack from the space in which
the merge is to take place against the spaces initially occupied by one of
the merging unit. Eg. GERMANY: A(Mun) & A(Bur) MERGE 2A(Ruh).
FRANCE: 2A(Ruh) S A(Pic)-Bur. Only one of the supports from A(Ruh) is cut,
thus A(Bur) is displaced.
5. A/F Combinations. The usual Abstraction A/F rules are not used in
Multiplicity. However, A/F combinations are permitted along the same lines
of other multiple units and an A/F may move into a sea space (as opposed
to a coastal space) provided it is seaworthy (the number of fleets is the
same or exceeds the number of armies). Thus a 2A/F could not move into the
MAO, but an A/2F could. An A/F combination in a multiple coast space
occupies a specific coast. A seaworthy A/F can be created in a sea space
(Eg. A(Lon) & F(MAO) MERGE A/F(ENG)), but in this event the army cannot
support the merge.
6. Convoys. A/F units can also convoy armies according to the usual
Diplomacy rules, provided that the sum of the A/F and the unit(s) being
convoyed is seaworthy. Thus an A/3F in ENG could convoy a 2A(Lon)-Pic.
Only armies or all army multiple units may be convoyed.
7. Splitting. During a movement season a player may SPLIT a multiple unit
into two or more component parts (Eg.
4A(Par) SPLIT A(Pic), 2A(Bur), A(Gas)). If two component parts from the
same multiple unit are ordered to the same space they do not stand each
other off, but instead they will attempt to merge. The movement of each
unit splitting follows the usual rules and a unit may split and merge in
the same move. If a component of a multiple unit fails to split it will
remain part of the multiple unit and is considered never to have split for
the purpose of adjudicating any attacks on that multiple unit.
[If less than the whole of a splitting multiple unit moves, the remaining
component can support actions in adjacent provinces, with the usual
caveats on self-dislodgement.]
Eg FRANCE: F(MAO) - GAS; 2A(Mar) SPLIT A(Pie), A(Mar) s F(MAO) - GAS is
legal; 2A(Mar) SPLIT A(Pie), A(Mar) s A(Mar) - (Pie) is not.]
A seaworthy A/F at sea may split by ordering an unseaworthy unit or units
into a coastal space(s). If the failure of any component of the A/F to
split means that the resulting A/F at sea would be unseaworthy, then all
units attempting to split from the multiple A/F will fail. There is no
exception to the rule that an A/F at sea must be seaworthy.
8. Retreats. Merges and Splits are not allowed during retreats. If two or
more forces are ordered to retreat to the same space, the stronger unit
will succeed.
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Dylan O'Donnell
(psmith@spod-central.org)