I thought, you know, with Risk starting up again, I'd mod another one of these games.
Remember that if you don't know how to do anything in this game, you can always ask the GM, who will be nice enough to answer your questions. Things like proper order format, proper shorthand, and the like will be answered.
The Story
Spoiler: I was bored when writing this and none of this should be taken seriously at all.
After the rather strange events that befell the world thirteen years ago that led to Czar Niklas I and Sultan Azale I becoming the two dominant figures of Europe in 1909, the world settled into an uneasy peace.
The penguins watching over the world were surprised at what happened but had not interfered during all the time. Bizarre as it was, this was history! Even if America had disappeared for nine years. They had brought it back. Eventually. However, this peace would not last.
On December 24, 1913, the overlords, watching from space were suddenly and deliberately attacked by a rogue fleet of unknown species. The corsairs quickly overran all defenses and then had an idea of their own. They would reduce the country borders around the world suddenly and catastrophically.
Russia and Turkey see this as a loss, a loss they must rectify at once. The defeated powers all see this as a second chance. Spain and Norway see this as an opportunity to do something. And Italy, well, poor Italy never had any prospects ever.
It was the time to carve up Europe, once and for all.
An Overview
http://en.wikipedia.org/wiki/Diplomacy_(board_game)
Rules of Warfare
http://www.diplomacy-archive.com/resources/rulebooks/2000AH4th.pdf
Special Notes
-Winged Units: Planes may cross both land and sea but may not capture supply centers.
-Icy Seas (Arctic Ocean): An extra space is inserted on the north end of the map called the Arctic Ocean. A unit in the Arctic Ocean may not be given orders during a fall turn. No unit may attempt to move into the Arctic Ocean during a fall turn.
-Difficult Passable Borders: Passage between Cordoba and North Africa and passage between Naples and Sicily is allowed by armies. However, such a move is made with a force equal to the number of supports (as opposed to one plus the number of supports). Note that fleets may not make this move and support cannot be given in this fashion. This form of movement is treated like a convoyed movement. An unsupported movement will have no effect on the destination province for the purposes of cutting support or banning retreats.
Order Recommendations
You don't need to follow these recommendations, but they'll make my life, and therefore yours, easier. These are just some things that you can put in your orders.
-Title: DipNES04 - Country - Turn # - Time
Example: DipNES04 - Russia - 1 - Spring 1914.
-Movements: If you're familiar with the board game, do it like that. If you're not, you can just dictate it. Things like A(Vie)->Gal; A Vie - Gal; A Vie -> Gal are all good.
-Statement of Intent/War Aims: Just a brief description of what you're going for and stuff. Makes the game interesting for me, since I can see all the backstabbing and stuff building up. Purely optional, but recommended. Plus, you know, seeing your goals on paper makes them that much more achievable.
The Cast
Austria:Erzherzog mythmonster2 Großherzog Sparrow 55
England:Prime Minister germanicus12 Prime Minister qoou King human-slaughter
France: Premier Consul Thlayli
Germany: Kaiser Neverwonagame3
Italy: Sovrano Justo
Norway: Konge dldnjstjr
Russia:Czar Warhead Президент России a_propagandist
Spain: Presidente Lord_Iggy
Turkey:Sultan Supermath Crown Prince Niklas
The Next in Line
1. qoou
2. human-slaughter
State of Affairs: Fall 1916 (Awaiting Movement)
Events Unfold: Friday, July 5, at 22:00 PST
Current Military Situation
Political Situation as of Fall 1914
Military Log
Update 1 - Spring 1914 Movement
Update 2 - Fall 1914 Movement
Update 3 - Fall 1914 Retreat
Update 4 - Fall 1914 Adjustment
Update 5 - Spring 1915 Movement
Update 6 - Spring 1915 Retreat
Remember that if you don't know how to do anything in this game, you can always ask the GM, who will be nice enough to answer your questions. Things like proper order format, proper shorthand, and the like will be answered.
The Story
Spoiler: I was bored when writing this and none of this should be taken seriously at all.
After the rather strange events that befell the world thirteen years ago that led to Czar Niklas I and Sultan Azale I becoming the two dominant figures of Europe in 1909, the world settled into an uneasy peace.
The penguins watching over the world were surprised at what happened but had not interfered during all the time. Bizarre as it was, this was history! Even if America had disappeared for nine years. They had brought it back. Eventually. However, this peace would not last.
On December 24, 1913, the overlords, watching from space were suddenly and deliberately attacked by a rogue fleet of unknown species. The corsairs quickly overran all defenses and then had an idea of their own. They would reduce the country borders around the world suddenly and catastrophically.
Russia and Turkey see this as a loss, a loss they must rectify at once. The defeated powers all see this as a second chance. Spain and Norway see this as an opportunity to do something. And Italy, well, poor Italy never had any prospects ever.
It was the time to carve up Europe, once and for all.
An Overview
http://en.wikipedia.org/wiki/Diplomacy_(board_game)
Rules of Warfare
http://www.diplomacy-archive.com/resources/rulebooks/2000AH4th.pdf
Special Notes
-Winged Units: Planes may cross both land and sea but may not capture supply centers.
-Icy Seas (Arctic Ocean): An extra space is inserted on the north end of the map called the Arctic Ocean. A unit in the Arctic Ocean may not be given orders during a fall turn. No unit may attempt to move into the Arctic Ocean during a fall turn.
-Difficult Passable Borders: Passage between Cordoba and North Africa and passage between Naples and Sicily is allowed by armies. However, such a move is made with a force equal to the number of supports (as opposed to one plus the number of supports). Note that fleets may not make this move and support cannot be given in this fashion. This form of movement is treated like a convoyed movement. An unsupported movement will have no effect on the destination province for the purposes of cutting support or banning retreats.
Order Recommendations
You don't need to follow these recommendations, but they'll make my life, and therefore yours, easier. These are just some things that you can put in your orders.
-Title: DipNES04 - Country - Turn # - Time
Example: DipNES04 - Russia - 1 - Spring 1914.
-Movements: If you're familiar with the board game, do it like that. If you're not, you can just dictate it. Things like A(Vie)->Gal; A Vie - Gal; A Vie -> Gal are all good.
-Statement of Intent/War Aims: Just a brief description of what you're going for and stuff. Makes the game interesting for me, since I can see all the backstabbing and stuff building up. Purely optional, but recommended. Plus, you know, seeing your goals on paper makes them that much more achievable.
The Cast
Austria:
England:
France: Premier Consul Thlayli
Germany: Kaiser Neverwonagame3
Italy: Sovrano Justo
Norway: Konge dldnjstjr
Russia:
Spain: Presidente Lord_Iggy
Turkey:
The Next in Line
State of Affairs: Fall 1916 (Awaiting Movement)
Events Unfold: Friday, July 5, at 22:00 PST
Current Military Situation
Spoiler :
Political Situation as of Fall 1914
Spoiler :
Military Log
Update 1 - Spring 1914 Movement
Update 2 - Fall 1914 Movement
Update 3 - Fall 1914 Retreat
Update 4 - Fall 1914 Adjustment
Update 5 - Spring 1915 Movement
Update 6 - Spring 1915 Retreat