On Sat, 21 Nov 2009 05:40:25 -0000
"codadewest" <CodaDeWest@...> wrote:
> Its nice to see some games going and folks having fun. Any new
> regular games starting soon?
I'm working on a little something to deal with my shortcomings as a GM,
but I'm still about a year or so out.
I'm talking about a natural language interface for a judge. Unless I get
inspired with some way to do it that doesn't need the other stuff I'm
working on, I won't have anything to test until next fall at the
earliest.
I want to have it act like order confirmation for the players, but take
care of order entry, time management and adjudication for the GM. It's
also important not to impose any requirements on the players over and
above what is already required by the rules of the game and the club.
If there's anyone with Python or Pike coding experience or who likes
learning bizarre computer languages like LPC or CRM-114 then I'd be glad
for some help, otherwise I'll plug along the best I can and announce a
test game as soon as I have something working.
Chris
IF ENOUGH PLAYERS ARE INTERESTED I WILL RUN THE GAME!
hapolley@...
THE COLD World War MAP: [http://hapolley.webs.com/HTML_FILES/world2blank.jpg]
COMPLETE RULES AT:
http://hapolley.webs.com/HTML_FILES/HTML_FROM_TEXT/ussr_vs_usa_cold_war.html
Once again, as in the time of our Grandfathers and Fathers,
we face the Americans, with their decadent Cities,
and their 'Rock and Roll' - 'Red October'.
This game is derived from the various
World War Variants found on the Internet, to which I have grafted my
Engineer, Partnership, and madman Rules.
Concept:
Chris Davis, the winner of my prize game, suggested I adapt
my rules to create a USA vs. USSR Cold War Game. After some thought I
decided that the USA and USSR start out as the only Super Powers, but
that other super powers can form by growing to 6 (SC), six Home Supply
Centers, in size. Once you are a Super Power completely taking over
another country has certain disadvantages; your units must remain in
place to own a foreign SC, move it and the SC reverts to the former
powers ownership.
1. Terms and Concepts:
Super Power:
A Player Controlled Diplomacy Country which has Nuclear Missiles.
Minor Power:
A Player Controlled Diplomacy Country which does not have Nuclear
Missiles.
Rogue State:
A Diplomacy Country not controlled by a Diplomacy Player or Super
Power.
Client State:
A Rogue State with only one of its home Supply Centers occupied by a Super
Power.
Occupied State:
A Player Controlled Minor Power with one of its Home Centers
occupied by a Super Power.
Player Controlled: is either a super or minor or occupied power
controlled by a Diplomacy Player.
Mother Power:
What the Super Power controlling an occupied or Client state is
called.
Missiles:
On their Winter Retreat Phase; Super Powers have Nuclear Missile
Launchers equal to: their total Winter SC count 'with retreats OTB',
divided by three, rounded down. M USSR - Alaska destroys the
Alaskan Supply Center and its railway. Alaska will never be listed
again as having a supply Center, however the rail link can be
rebuilt in the next Winter turn.
Missile Strike:
Refers to a number of missile strikes at the end of the Retreat
Phase against another Player Country's Supply Centers.
Super Power Rules:
1. A Super Power can only Launch Missiles after one of its Units has
been Dislodged by a Super or Minor Power, or after it has been the
object of a missile strike. The Super Power can then Strike the
Attacking Player's Controlled Country SC and any of its Client
Country's SC. The first Missile strike can be followed by a second
missile strike from the nuked Super power on the next retreat phase.
This strike and counter strike may continue until a retreat phase
passes without a missile strike.
2. If by chance two or more foreign player powers in the Winter
season occupy a Rogue or Minor country's Home supply Centers before
its status changes to Client or occupied State, and one is a super
power, the occupied country can not become a client or occupied
state so long as it remains divided by more than one player power.
In such a situation One player can not attack a super power SC
without risking a Missile Strike.
3. A Super Power can control a Rogue Country so long as he occupies
only one of the Rogue Country's Home Supply Centers. In this
situation the Rogue Power is now called a Client State. If a Super
Power Unit leaves a Rogue Country Home SC and does not occupy it on
the Winter turn, the SC once again belongs to the Rogue Power and a
Rogue unit may be built on this SC by the GM. A Super Power can
move a Unit from one Rogue Home SC to another, before the Winter
Season, without losing control of the Rogue Power.
4. A Super Power can attempt to control a minor power by occupying
one of its Home Supply Centers. If he succeeds the Minor power
becomes an Occupied Power. If the super power can hold on to only
one of the Occupied Powers Home SC for three Winters in a row, the
Minor power becomes a Rogue power and its Player is out of the game.
The Occupied Power can send in orders for its units but those units
can also receive Civil disorder moves from the super power or any
other Player controlled Diplomacy Country. The Occupied Power's
orders become just one set of Civil Disorder moves which can be over
ridden by other CD orders. Unlike other units in Civil Disorder, a
foreign Player must bid at least two of his unit moves, for each
Civil Disorder Unit, for the bid to be accepted.
5. Except for the USoA and the USSR; Super Powers have the word
Empire attached to their name.
Minor Power to Super power!
Once a Minor Power owns 6 Home Supply Centers it becomes a Super Power
for the rest of the game. The captured Home Centers are transferred to
the minor power as Home Supply Centers, If the losing Country has no
Home Supply Centers left it units become owned by the games Neutral
Player and the Country and its player are out of the game.
Railway Building
Each Super Power can build only once a four area railway on its Winter
turn. The railway must start at one of its supply Centers and not end
at or go through any other Countries Supply Center. The railway may not
touch the boarder of an adjacent area more than once; in other words it
can not double back on its self. A super Power can then extend the
railway, by the same rules, one area every winter turn. The railway can
only be extended at one of its two ends and once built it can only be
damaged by missiles not a foreign occupying unit. A power which defeats
a super power does not take over the captured railway unless it builds
its railway up to one end of the defeated powers railway.
CD Unit Control Rules
Any Player Power may attempt to control the fall and spring unit orders
for Rogue and Occupied Powers using Civil Disorder Moves. These are
referred to as Madman moves in Engineered Diplomacy. For a Client State
Only the Mother Super power may send in CD orders for its Client
Diplomacy Country. Players will be notified of what Minor powers have
not sent in preliminary orders for their Units within three to two days
of the movement deadline. Other powers may then send in CD orders for
these units. If these players NMR, these CD orders will be listed first
and take precedence over duplicate mortgaged units moves for Rogue,
Occupied and Client CD Moves.
CD ordered units and Occupied Country units which capture a super power
SC do not trigger a missile attack. You must list CD orders by Country
for them to work on Occupied Powers, Otherwise they go into the Rogue
and NMR file and may not work.
Winning Criteria
The First Super Power to control more than 50% of the Worlds existing
Countries Wins the Game.
IF ENOUGH PLAYERS ARE INTERESTED I WILL RUN THE GAME!
hapolley@...
THE COLD World War MAP: [http://hapolley.webs.com/HTML_FILES/world2blank.jpg]
COMPLETE RULES AT:
http://hapolley.webs.com/HTML_FILES/HTML_FROM_TEXT/ussr_vs_usa_cold_war.html
Once again, as in the time of our Grandfathers and Fathers,
we face the Americans, with their decadent Cities,
and their 'Rock and Roll' - 'Red October'.
This game is derived from the various
World War Variants found on the Internet, to which I have grafted my
Engineer, Partnership, and madman Rules.
Concept:
Chris Davis, the winner of my prize game, suggested I adapt
my rules to create a USA vs. USSR Cold War Game. After some thought I
decided that the USA and USSR start out as the only Super Powers, but
that other super powers can form by growing to 6 (SC), six Home Supply
Centers, in size. Once you are a Super Power completely taking over
another country has certain disadvantages; your units must remain in
place to own a foreign SC, move it and the SC reverts to the former
powers ownership.
1. Terms and Concepts:
Super Power:
A Player Controlled Diplomacy Country which has Nuclear Missiles.
Minor Power:
A Player Controlled Diplomacy Country which does not have Nuclear
Missiles.
Rogue State:
A Diplomacy Country not controlled by a Diplomacy Player or Super
Power.
Client State:
A Rogue State with only one of its home Supply Centers occupied by a Super
Power.
Occupied State:
A Player Controlled Minor Power with one of its Home Centers
occupied by a Super Power.
Player Controlled: is either a super or minor or occupied power
controlled by a Diplomacy Player.
Mother Power:
What the Super Power controlling an occupied or Client state is
called.
Missiles:
On their Winter Retreat Phase; Super Powers have Nuclear Missile
Launchers equal to: their total Winter SC count 'with retreats OTB',
divided by three, rounded down. M USSR - Alaska destroys the
Alaskan Supply Center and its railway. Alaska will never be listed
again as having a supply Center, however the rail link can be
rebuilt in the next Winter turn.
Missile Strike:
Refers to a number of missile strikes at the end of the Retreat
Phase against another Player Country's Supply Centers.
Super Power Rules:
1. A Super Power can only Launch Missiles after one of its Units has
been Dislodged by a Super or Minor Power, or after it has been the
object of a missile strike. The Super Power can then Strike the
Attacking Player's Controlled Country SC and any of its Client
Country's SC. The first Missile strike can be followed by a second
missile strike from the nuked Super power on the next retreat phase.
This strike and counter strike may continue until a retreat phase
passes without a missile strike.
2. If by chance two or more foreign player powers in the Winter
season occupy a Rogue or Minor country's Home supply Centers before
its status changes to Client or occupied State, and one is a super
power, the occupied country can not become a client or occupied
state so long as it remains divided by more than one player power.
In such a situation One player can not attack a super power SC
without risking a Missile Strike.
3. A Super Power can control a Rogue Country so long as he occupies
only one of the Rogue Country's Home Supply Centers. In this
situation the Rogue Power is now called a Client State. If a Super
Power Unit leaves a Rogue Country Home SC and does not occupy it on
the Winter turn, the SC once again belongs to the Rogue Power and a
Rogue unit may be built on this SC by the GM. A Super Power can
move a Unit from one Rogue Home SC to another, before the Winter
Season, without losing control of the Rogue Power.
4. A Super Power can attempt to control a minor power by occupying
one of its Home Supply Centers. If he succeeds the Minor power
becomes an Occupied Power. If the super power can hold on to only
one of the Occupied Powers Home SC for three Winters in a row, the
Minor power becomes a Rogue power and its Player is out of the game.
The Occupied Power can send in orders for its units but those units
can also receive Civil disorder moves from the super power or any
other Player controlled Diplomacy Country. The Occupied Power's
orders become just one set of Civil Disorder moves which can be over
ridden by other CD orders. Unlike other units in Civil Disorder, a
foreign Player must bid at least two of his unit moves, for each
Civil Disorder Unit, for the bid to be accepted.
5. Except for the USoA and the USSR; Super Powers have the word
Empire attached to their name.
Minor Power to Super power!
Once a Minor Power owns 6 Home Supply Centers it becomes a Super Power
for the rest of the game. The captured Home Centers are transferred to
the minor power as Home Supply Centers, If the losing Country has no
Home Supply Centers left it units become owned by the games Neutral
Player and the Country and its player are out of the game.
Railway Building
Each Super Power can build only once a four area railway on its Winter
turn. The railway must start at one of its supply Centers and not end
at or go through any other Countries Supply Center. The railway may not
touch the boarder of an adjacent area more than once; in other words it
can not double back on its self. A super Power can then extend the
railway, by the same rules, one area every winter turn. The railway can
only be extended at one of its two ends and once built it can only be
damaged by missiles not a foreign occupying unit. A power which defeats
a super power does not take over the captured railway unless it builds
its railway up to one end of the defeated powers railway.
CD Unit Control Rules
Any Player Power may attempt to control the fall and spring unit orders
for Rogue and Occupied Powers using Civil Disorder Moves. These are
referred to as Madman moves in Engineered Diplomacy. For a Client State
Only the Mother Super power may send in CD orders for its Client
Diplomacy Country. Players will be notified of what Minor powers have
not sent in preliminary orders for their Units within three to two days
of the movement deadline. Other powers may then send in CD orders for
these units. If these players NMR, these CD orders will be listed first
and take precedence over duplicate mortgaged units moves for Rogue,
Occupied and Client CD Moves.
CD ordered units and Occupied Country units which capture a super power
SC do not trigger a missile attack. You must list CD orders by Country
for them to work on Occupied Powers, Otherwise they go into the Rogue
and NMR file and may not work.
Winning Criteria
The First Super Power to control more than 50% of the Worlds existing
Countries Wins the Game.
I just wanted to remind everyone that the deadline for submissions to Diplomacy
World #108 is January 1st. The theme this issue is face-to-face Diplomacy,
although as always we plan on theme material occupying only a portion of the
issue as a whole. So please consider fitting a few hours writing time into your
holiday schedule! And don't forget about our Variant Design Contest (full
details in Diplomacy World #107); while the deadline for that isn't until March
15, we already have entries working their way into my email box.
If you'd like to write something for Diplomacy World but can't think of a topic,
just drop me a line and I'll give you plenty of choices!