Mercenary Diplomacy - worth trying?

Game in which the rulers of the nations give orders to mercenary Generals who are free to follow them or not. Devised and GMd by Beowulf7

Mercenary Diplomacy - worth trying?

Postby beowulf7 » 23 Aug 2011, 18:36

Standard rules, standard board

However there are two classes of player:

1) Rulers (x7): Kaiser, King, Tsar, President etc. Pretty much as normal.
2) Generals (x7): There are 7 mercenary generals who own the units. Importantly they own one seventh of the units but they are scattered amongst the various countries.

Hence each movement round consists of the Rulers deciding what they want to happen and then sending orders to the various Generals who submit the actual orders. Rulers allocate builds to whichever general they want

Victory conditions: A ruler wins by having 18, a general wins by having 18.

I sense that this (with tinkering) might be interesting? What do others think?
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Re: Mercenary Diplomacy - worth trying?

Postby Peanut » 23 Aug 2011, 18:50

So this is a 14 player variant?

How does the diplomacy work?
can Leaders negotiate with Generals?
how do Gererals decide which orders to follow?
At the start one Gereral will have 4 units instead of 3 (or if you use all SC then 3 with have 4sc and 5 will have 4SC)
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Re: Mercenary Diplomacy - worth trying?

Postby Spekulatius » 23 Aug 2011, 18:58

This sounds really interesting, but we need to have more details.

I would definitely like to play!
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Re: Mercenary Diplomacy - worth trying?

Postby beowulf7 » 23 Aug 2011, 19:17

I need to work out the ground rules (probably as we play) but yes there's 14 at the start. I'll provide contact details to each Ruler for his generals.

Rulers start off with standard dip. generals can do whatever they want - they won't have any contact details other than their Rulers. In this way the Rulers will seek to control the generals and keep their powers limited.

How do generals decide who's orders to follow? Entirely their choice. But if they stab a Ruler then they won't get any more builds from him

I'm seeking to view it as a normal game but with the threat of a military coup at any time
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Re: Mercenary Diplomacy - worth trying?

Postby DOI » 23 Aug 2011, 19:27

I like it, but it's going to be hard for anyone to win this thing. Leaders aren't going to give big mercenaries more units, and what merc is going to order an attack to give a leader their 18th centre?
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Re: Mercenary Diplomacy - worth trying?

Postby gislason » 23 Aug 2011, 19:38

I would like to play. :D




DOI wrote:I like it, but it's going to be hard for anyone to win this thing. Leaders aren't going to give big mercenaries more units, and what merc is going to order an attack to give a leader their 18th centre?

Also, I suggest that you seperate the win conditions of the general and leaders, so this doesn't happen.
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Re: Mercenary Diplomacy - worth trying?

Postby beowulf7 » 23 Aug 2011, 20:50

You might be right, of course, but I'm thinking that no individual merc will know that HE is providing the 18th - I don't know, I'm relying on the human skill for concocting ruses.

Keep the ideas coming and I'll post the draft one rules shortly
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Re: Mercenary Diplomacy - worth trying?

Postby diplomat42 » 23 Aug 2011, 20:55

So,this would be anon, correct?

And I assume FoW so the generals don't know they're giving someone 18.

Sounds cool, but I'm short on time...
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Re: Mercenary Diplomacy - worth trying?

Postby DOI » 23 Aug 2011, 23:26

FoW could do it, and the conflicting goals of the leaders and the mercs might make them more inclined to lie about what they know about the other group. Unfortunately, fog of war is apparently very difficult to GM. Anonymous is also difficult to GM. Keeping the generals from contacting each other may not be necessary.
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Re: Mercenary Diplomacy - worth trying?

Postby sqig » 24 Aug 2011, 00:08

I would play.
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