Layered Diplomacy : Rules - 1) Game rules

In this game players have a different country on each board. GM: Pedros. Result: DIAS {Green (connect4), Yellow (Diadem), Grey (mr bump), White (backpackerallan) and Blue (Shibabalo)}

Layered Diplomacy : Rules - 1) Game rules

Postby Pedros » 02 Jan 2013, 19:51

Here are the rules for the layered game. What follows is the original set of rules from the designer Ralan Hill, modified (in blue) for our "staggered" home positions:-

The only difference between Standard and Layered Diplomacy is the gameboard. Layered Diplomacy is played on two standard Diplomacy maps stacked in two layers, one on top of the other. So, in addition to the normal two dimensional movement, there is a third dimension.

The two layers are labeled "1" and "2" for simplicity and all territories are refered to in the same way with the addition of a "1" or "2" to the end of the name. Thus, there exists a "mun1" and a "mun2."In order to provide smooth game play, there are a few unique aspects to Layered Diplomacy:

1) All boundaries remain the same for each territory, except there is exactly ONE more adjacent area either above or below. Support is given in the same way and you can support a unit from one board to the other using the same algorithm as in normal Diplomacy. You may also convoy between boards. The key thing to remember is that each territory has only one adjacent territory on the other board and that adjacent territory only differs by the number found at the end of it.

2) Each player will play a different country on each board; the countries will be allocated by two, simultaneous Blind Auctions (see the Blind Auction rules, separate post.)

3) Units may be built on either board with no consideration given to which board the SCs were captured on, but can still only be built in an unoccupied home center.

4) Victory conditions are 35 SCs.


Just to underline a couple of points. Whilst I am pretty accommodating about admbiguous rules - if there's only one thing it can mean then I allow it - every country mentioned in an order MUST specify "1" or "2". If it doesn't, that order will be invalid. Absolutely no flexibility about that.

Secondly, the point about builds - if you are due a build, you can build it on either board, whether you won the extra SC on that board or not. But, remember, it must be in an unoccupied home centre on the board you choose to build on.

Finally, the movement from a territory on one board to the same territory on another board is just like movement on the normal, single map to a neighbouring space. So the piece which could move from, say, Mun1 to Mun2 could support something like "A Ber2 to Mun2". Similarly, convoys can move from one board to another. In the first layered game there was one long convoy which went from one board to the other and later on back again! There just need to be fleets in all the right places.
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Layered Diplomacy : Rules - 2) Auction rules

Postby Pedros » 02 Jan 2013, 20:12

The auction doesn't officially start until Saturday, although bids submitted earlier will be accepted. From Saturday onwards, as soon as I have bids from each player I will adjudicate the auction; all players need to have valid bids submitted by the close of Sunday GMT or I will call up the reserves! When you submit your bids please include your colour, as well as "Layered", in the title.

For those familiar with the Blind Auction, this is almost exactly as normal (with a total of 140 points to allocate); the only difference is that there are two auctions to bid for simultaneously. Since you aren't allowed to have the same country on each board, you will need to consider what mught happen in the Board 1 auction (which will be adjudicated first), although of course you don't know whether you will get what you choose there!! Just another little wrinkle! The note at the end of this post explains how this will work.

For those not familiar with it, the most important thing is that it is totally blind - in other words, you are not allowed to publish, discuss, or hint what you think of the different countries or how you are thinking of bidding. If you are discovered to have done this you will be immediately disqualified.

Apart from that, you have 140 points on each board to allocate to the different countries. You have to bid at least one for each country on each board, and a maximum of 115. Check the details rules for how it works (especially look through the examples - though note that the esamples are on a total of 100 points to allocate.)

Finally, if you list several countries with the same number bid, the order you list them may become important if there's a tie.

Dirk Knemeyer wrote:Blind Auction Bidding
By Dirk Knemeyer with Pete Dale and Tim Crosby
v. 1.3, November 1, 2011

This bidding variant reflects my personal enjoyment of and desire for determinism in attempting to secure a particular starting power. While Blind Auction Bidding technically gives every player an equal chance at each and every power, the system is designed to accommodate very different strategies: go all-or-nothing for the power you most want to play? Go for a few powers in a balanced way, to make it likely you can play one of a select few? Or avoid that one power you simply do NOT want to play by bidding for all of the others in a conservative way that should help you avoid the one you despise? The choice is up to you.


PROCEDURE
1. Each player has 140 points to spend on bids for all of the powers in your game

2. You must spend at least one point on every power in your game and no more than 115 on any one specific power

3. You must only bid in whole numbers, no fractions or decimals are allowed

4. You must spend all 100 of your points and will be asked by the GM to re-submit if your total is less or more than 100

5. Your bids will be evaluated from the highest points allocated to the lowest, regardless of the order you put them in. However, in cases where you bid the same amount on more than one power, whichever is listed first is considered your "highest" bid, all the way down to the bottom-most being considered your "lowest" bid, and this ranking will affect the order in which your bids are evaluated (see para. 8)

6. Players not interested in bidding may express "no preference". In this case they will receive 100/x rounded down to the nearest whole number, where x = number of powers in the game, on each power, with their order from "highest" to "lowest" randomly generated (See para. 8)

7. Players may change their bids up until the moment the GM has received the bid from the last player, after which bids may not be changed

8. The GM will then review the bids of all players and identify the most points spent on any power or powers. Where a player has more than one bid of that value for powers not already allocated to any player, only his highest ranking bid of that value will be considered

9. If only one player has the high bid on any of the highest bid powers, that player is assigned that power for the game and both the player and power are removed from the bidding. This process is then repeated for the next highest number of points bid on any power

10. In the event of a tie bid, where two or more players have bid the same high amount on the same power, the GM will randomly determine which player receives the disputed power

11. The process continues until every player in the game has won a power

12. Players are forbidden to discuss their bidding, strategy, or even if they are simply choosing "no preference", with any of the other players in the game. By design this process is intended to be completely blind and force the player to deeply consider risk and reward


EXAMPLE
In a game of Standard Diplomacy, Joe very badly wants to play Russia. To have the maximum chance at securing Russia, Joe assigns his 100 points as follows:

Russia - 80 Austria - 4 England - 4 France - 3 Germany - 3 Italy - 3 Turkey - 3

As long as no other player submits this precise bid, Joe will get Russia. If one or more other players submit this precise bid, Joe will have a chance to get Russia, but he also has a chance to get stuck with a leftover power at the very end.


EXAMPLE
Jane has played Austria, Germany and Italy each three times in Standard Diplomacy but has only played each of the other four powers either never or once. If Jane knows one thing, it's that she doesn't want to get stuck with one of her three old standbys. So, Jane decides to bid her 100 points like this:

England - 25 France - 24 Russia - 24 Turkey - 24 Austria - 1 Germany - 1 Italy - 1

Jane is a little worried because she figures that a lot of other players will only bid one on the rarely popular Austria or Italy, but she is optimistic that with 24 or 25 points on four different powers one of them will slip through the cracks to her.


EXAMPLE
Jerry doesn't want to play Italy in his upcoming game of Standard Diplomacy. Bottom line. No way, no how. He can bid one on Italy but a lot of other people will probably do that, too. He thinks he needs to get creative. England and Russia are the two most popular powers so he is going to just give them one point, too. That gives him 97 points to spend on four powers. Thinking about which of them he likes best he decides to bid his 100 points like this:

Turkey - 51 France - 16 Austria - 15 Germany - 15 England - 1 Italy - 1 Russia - 1


EXAMPLE
Harvey doesn't care who he plays in the new game of Standard Diplomacy. What's up with this crazy bidding anyway? "No preference," he writes to the GM. So the GM assigns his points based on the prescribed formula:

100 points, divided by 7 powers in Standard Diplomacy and rounded down to the nearest whole number, is 14. The GM randomly determines the order of those powers, making Harvey's bids:

Austria - 14 Germany - 14 England - 14 Italy - 14 Russia - 14 France - 14 Turkey - 14

He is thus most likely to get Austria, least likely to get Turkey.


If you have questions or comments on Blind Auction Bidding please email me, dirk (at) knemeyer.com


The exact numbers could be varied without breaching the basic idea. For instance, in War in the Americas 2 (which has 10 countries) I increased the personal totals to 200 giving more flexibility and also allowing the 'No preference' figure to be 20.[/quote]

And lastly - the two auctions

The first auction, for Board 1, will be run exzctly as normal and just like the example above. The second auction will be similar, except that before it starts the bid by each player for the country they won in auction 1 will be rubbed out and will not be replaced.

For example, if Joe Soap bids 115 on England on each board, and wins it on Board 1, then only his other 25 points will be auctioned on Board 2!! But if he tied for England on Board 1 and didn't get it, he would start with a big advantage on Board 2.

Or, of course, he could bid 115 on two separate countries and hope to get both. Or something completely different!
"Sooner or later, one of us will stab the other. But for now we're both better off as allies" (kininvie)
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Layered Diplomacy : Rules - 3) House rules

Postby Pedros » 02 Jan 2013, 20:17

My usual House Rules, but don't forget that every country specified in every order must specify 1 or 2, or the order is invalid.

Please note especially my approach to deadlines and NMRs. I'm pretty tough on NMRs - I find it's the only way to keep the game moving.

Orders Please title your orders "Layered - [colour] - orders/retreats etc Spring 1901" (or something similar that I can recognise!) And send them to me by PM. Please don't just hit the reply button! (if you do I don't know what you've sent me!) If you title your orders wrongly and I don't find them it's your fault and the NMR will stick. I always check to see whether missing orders are floating around somewhere unexpected, but if I don't find them you have no cause for complaint.

It's up to you to make sure they're accurate. I won't read orders in detail until the deadline (this is so that if somebody else asks a question there's no chance of me betraying your secrets! - also because it's the way original Dip rules worked) If it's clear what they mean (I'll accept any recognisable abbreviations so long as they aren't ambiguous) then no problem; but if they're at all ambiguous they're invalid (issues like not specifying a coast when there's only one option I'll accept, but an argument like "You could see from my convoy order what the army was supposed to be doing" I won't!) If you spot an error in my adjudication please report it publicly as soon as possible. Any error not reported before the next movement deadline will not be corrected. But nb - if an order includes reference to a territory which doesn't specify "1" or "2" it will be automatically invalid.

If two different orders are given for the same unit, then I will use the last order and ignore the others.

Other messages Please title them something different, so I know which is which - otherwise I'll probably assume they're orders and not read them before the deadline! If you ask a rules question then if it's clear I'll answer it; if it's something not clearly covered by the game rules I'll do my best, but in the light of argument from other players I might change my mind after the adjudication. If you think I'm wrong, I expect you to say so loudly and with clear reasons; if you do, I'll listen and consider the arguments (and allow an extension whilst it's sorted out). If a question is asked privately then it will be answered privately.

Deadlines 72-24-24 from the time the new map goes up. I'll send a PM at the same time so there's no excuse for not noticing! but I recommend you subscribe to the new sub-Forum as soon as it's in place so there's no chance of you missing a new topic. And post provisional orders early, just in case!

For phases longer than 24 hours I'll also send a reminder about 24 hours before the deadline (give or take a few hours), and a separate message (BCC) to those players who have not yet submitted orders.. This is because I'll then be strict about NMRs - see below. [i]nb: after a recent case in Zeus, if at any time I fail to send one of these reminders and I don't realise that but post the orders, an NMR will stand. You will have had two PMs about the deadline, and after all it is up to you to know the deadline and get orders in.


Speed deadlines: Once I have orders from all players I will process them as soon as possible, unless they are marked 'Provisional' or similar. (I encourage provisional orders where appropriate to reduce the risk of NMRs, and I don't mind how often you change them - I will only open the last ones I receive.) But if you do send in provisionals, please let me know once you're happy to finalize them, just to move the game along. I may write to check if yours are the only orders waiting to be finalized, but if I do, then this is a reminder not a hassle! Don't feel pressurized into finalizing before you're ready!

Requests for delays: Where there's a good reason I'm happy to accept a delay of deadline, but I don't want this to happen too often - one of the biggest reasons for games failing is that they don't move along quickly enough and players lose interest. But please give as much notice as possible for everybody's sake! In particular, extensions will not be granted at the last minute on 72-hour deadlines simply because access is difficult. Get your provisionals in early!

Finally, please note: if you want a substitute whilst you're away it's your job to find one!

NMRs I will usually aim to process the orders fairly soon after the deadline, though there may be exceptions. I take the same view as the main site software - if you get orders in a few minutes late but before I begin, you'll get away with it. Once I start opening up orders, it's too late. No exceptions.

NMRs on retreat and build phases I don't count, but I do take notice of and if they mount up together with your main NMRs I will be thinking about a replacement anyway. When your NMR total reaches three you're out. Two in successive movement phases and you're out. Any NMR on the first phase and you're out and the game will hold for a replacement, after which the first phase will run again. For retreat and build phases I take the view if you don't submit it's your problem - you've missed the chance but that's all. If somebody's NMR leads to expulsion then there will be a pause while I try to replace them, and the new player gets a day minimum to talk and post orders. If replacement is difficult I reserve the right to put the faction into Civil Disorder (although I don't like doing this).

I also check a player's last logon time when they NMR. If it's several days ago it makes me wonder whether they've left the site altogether, and I'll try to contact them. If this doesn't work then I reserve the right to replace them without further warning.

Errors in adjudication I'm only human, so check the map after orders to make sure I have it right! If there's a substantial error it will delay the deadline, so I'll try to be perfect! Any error not reported by the next movement deadline will stand.[/i]

And, as always, the GM's decision is final
"Sooner or later, one of us will stab the other. But for now we're both better off as allies" (kininvie)
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Re: Layered Diplomacy : Rules - 1) Game rules

Postby diplomat42 » 02 Jan 2013, 20:35

Pedros--I hope this won't matter, but I do believe that if someone is, say, France and Turkey, and in Spring 1901, they order Con-Bul, without specifying board numbers, that's clearly NOT ambiguous. Why wouldn't this be allowed?
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Re: Layered Diplomacy : Rules - 1) Game rules

Postby Pedros » 03 Jan 2013, 09:18

Because it isn't. I have made - following the original rules - a clear exception to the "non-ambiguous allowed" rule I usually offer. It's what this game is all about.
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Re: Layered Diplomacy : Rules - 1) Game rules

Postby diplomat42 » 03 Jan 2013, 15:51

OK...fair enough.

If I were GM'ing, I'd only require it for destinations if otherwise the order isn't ambiguous, but...probably simpler this way.
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Re: Layered Diplomacy : Rules - 1) Game rules

Postby asudevil » 03 Jan 2013, 22:48

diplomat42 wrote:OK...fair enough.

If I were GM'ing, I'd only require it for destinations if otherwise the order isn't ambiguous, but...probably simpler this way.


Much easier to MAKE them get used to saying 1 and 2...other wise it would will be a bitch when they have to start putting it down and they forget.
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Re: Layered Diplomacy : Rules - 1) Game rules

Postby Pedros » 04 Jan 2013, 07:41

When I played Layered (under asudevil) the problem had a peculiar side-effect. I was so careful about using 1 and 2 that on three successive Fall seasons I managed to miss the coast off an order to Spain!
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