Diplomacy of Ice and Fire Full 7/7 looking for reserves

GMd by presser84. Winner: Tagaryen (shockj)

Diplomacy of Ice and Fire Full 7/7 looking for reserves

Postby presser84 » 29 Jan 2013, 04:53

Westeros Diplomacy 1 was a variant map I created and designed (with an assist by Asudevil). Another variant has been brought to my attention and there seems to be some interest in playing this one.

I have taken the map and rules from this link and will modifiy them for use here.

I have modified the map and will use this for the game

Image


Rules:
1) The regular rules of Diplomacy apply, except where amended below.
2) The game begins in Spring 298 AL (Aegon's Landing). The terms Spring, Summer, Fall, Autumn, and Winter will continue to be used to avoid confusion despite the fact that in this universe seasons are actually longer than years. And so the player of House Stark can frequently remind everyone that Winter Is Coming.
3) There are 33 supply centers (Kings Landing counts as 2, see section "Kings Landing" below), so the victory criterion is 17 supply centers at the end of any Autumn retreat season.
4) A draw accepted by all living players can end the game, but not until 5 game years have elapsed.
5) Houses may build in any unoccupied center under their control (build anywhere), representing the ability to call new Banner men upon assumption of a new lordship. The only exception to this is King's Landing, in which no house may build under any circumstances (see section "Kings Landing" below).

There are 7 Great Houses of Westeros represented in the game

Houses, Color, and Starting Centers/Units
House Stark (Grey) - Army Winterfell, Army Karhold, Fleet White Harbor
House Lannister (Red) - Army Casterly Rock, Army Crownlands, Fleet Lannisport
House Baratheon (Yellow) - Army Kingswood, Army Storm's End, Fleet Griffin's Roose
House Tyrell (Green) - Army Highgarden, Army Oldtown, Fleet Starfall
House Martell (Orange) - Army Yornwood, Army Godsgrace, Fleet Sunspear
House Greyjoy (Purple) - Army Harlaw, Fleet Great Wyk, Fleet Pyk
House Targaryen (Burgundy) - Army Pentos, Fleet Dragonstone

General Rules
All game territories are marked by their name. Any territory or island that is not marked with a name (such as Tarth and Skagos) is not a playable territory in the game (I need to make this edit to the map still)
All coastal territories have one coast except Beyond the Wall, Castle Black, and Braavosi Coastlands, which each have a west coast and an east coast, and Harrenhal, which has a north coast and a south coast.

Variant Rules
Rivers - There are certain rivers that are navigable by fleets.
The Trident
The Trident and its forks are drawn in dark blue to signify that it is not navigable. That is, Riverrun and the Kingsroad cannot be occupied by ships at all, and the Riverlands only have a west coast (bordering Ironman's Bay).
The Green Fork (northernmost) is the border between the Riverlands and the Kingsroad. The Red Fork (southernmost) is the border between the Riverlands and Riverrun. The main flow of The Trident is the border between Harrenhal and the Kingsroad and between Harrenhal and the Mountains of the Moon. All of these borders are like regular land borders.
The point where the forks of The Trident come together is impassable completely, meaning the Riverlands do not border Harrenhal and Riverrun does not border the Kingsroad.
The Blackwater
The Blackwater is drawn in light blue to signify that is is navigable, making it possible for fleets to move inland towards God's Eye, and vice versa. Therefore, all of the territories that border The Blackwater can be occupied by a fleet.
The Blackwater acts as King's Landing's border with the Kingswood, the Stormlands, The Reach, and Stony Sept, and as the border between the Crownlands and Stony Sept. These borders are like regular land borders.
The Mander
The Mander is drawn in light blue to signify that it is navigable, making it possible for fleets to move inland up to Highgarden, and vice versa. This means that Highgarden can be occupied by a fleet, and fleets can be built there.
The Mander acts as the border between the Searoad and Horn Hill. This border is like a regular land border.

GM Clarification- With regard to The Blackwater and Mander rivers. I interpet this to mean that a ship can move via these rivers to the locations they touch. That is to say that a fleet can not be "on the river."
example: Fleet King's Landing to Stony Sept. An order of Fleet Blackwater to Blackwater River is not a valid order.

Island Supply Centers
There are 6 island supply centers: Dragonstone, Great Wyk, Harlaw, Pyke, Shield Islands, and Tyrosh.
Island supply centers may be occupied by armies or fleets. An army or a fleet may be built in a home island supply center, provided other build rules are followed.
Armies may move between any of Great Wyk, Harlaw, and Pyke without assistance from fleets. Any army wishing to move elsewhere, or to move at all from Dragonstone, Shield Islands, or Tyrosh, must use a convoy.
Fleets occupying island supply centers may convoy an army through them, but the army may not land in the island supply center.
Note that The Arbor is not an island supply center; it is a coastal supply center that happens to only border seas.

Mountains
The mountains on the border between Blackmont and Sandstone mean that movement between these two territories is not possible.

King's Landing
As the seat of the Iron Throne and capital of the Seven Kingdoms, King's Landing is more important than a normal supply center. Therefore, it can supply two units, and is counted as two supply centers when determining if the victory criterion has been fulfilled.
At the beginning of the game, the power in King's Landing is split, and it supplies the Baratheon army in the Kingswood and the Lannister army in the Crownlands.
No House may build in King's Landing.
The supplies of King's Landing must be assimilated one at a time. Therefore, if a House that has no ownership of King's Landing occupies it at the end of an Autumn, it assimilates only one supply center. If the House wants to assimilate the other, it must ensure that it has a unit in King's Landing at the end of the following Autumn.
If a House which controls neither of King's Landing's supplies occupies it at the end of an Autumn, and King's Landing's supplies are split between two houses, the occupying house must specify from which House they are taking supply in King's Landing.
*I have removed/edited these rule from the original...see GM Clarification regarding King's Landing Below

GM Clarification - Though on my map King's Landing is split with a line it is still equally adjacent to everything that each side touches. For example, even though the Baratheon side is on the "Western" half of Kings Landing any unit displayed on the "west" side can still access Crackclaw Point. The declaration of what "half" of King's Landing is being taken must be declared during the movement phase, even for a unit moving back to it's own portion of King's Landing. For example Let's say There was a Targayen fleet in Blackwater Bay, a Baratheon Army in Kingswood, and a Lannister Army in Crownlands. Orders to Kings Landing could be ordered as such:

Army Kingswood to King's Landing (Lannister) (bounced)
Army Crownlands to King's Landing (Baratheon)
Fleet Blackwater Bay to King's Landing (Lannister) (bounced)

The Lannister army would take Baratheon's portion of King's Landing while Baratheon and Targaryn would bounce in the Lannister portion of King's Landing.

""edit"" retreats are allowed within King's Landing such that a unit dislodged from one "half" of king's landing may retreat to the other half, if unoccupied. Therefore, King's Landing retreats to King's Landing could be a valid retreat order.

A player asked wrote:1. So can a 2 units be in Kingslanding at the sametime? 1 in East and 1 in West?
1) yes. But to move their one needs to declare which side they are moving to either by saying whose side (if there is a difference) or directionally (east or west).
2. From what I read, I understand that no matter which side you are on, you can go to any space which touching all of Kingslanding. So if you are in E Kingslanding (Lannister right now) you can still go directly to Stormlands.
2) Even though the center is "split" it is still equally adjacent to everything that the other side is. So E Kingslanding to Stormlands is a valid order. And because of the river it can move with either a fleet or an army.


No designation for these units would go in as a mis-order and a hold

In a situation where a player holds both parts of Kings Landing but only has one unit, movement to/within/out of King's Landing by a unit would require a designation.

Examples. Baratheon has just taken both parts of King's Landing from the Lannisters (taken the eastern portion). They have an army now on the Eastern side of King's Landing and no army on the Western side. All orders from that army must designate it as such. So order would look like this: Army Kings Landing (East) moves to Crownlands. If they are moving within King's Landing it would be Army King's Landing (East) moves King's Landing (West). The previous orders would be no different with fleets.

In a situation where a player has units in both sides of King's Landing they would need to designate which one is moving where (if they are the same unit type).
example
Army Kings Landing (East) to Kingswood
Army Kings Landing (West) The Reach

Supporting in King's Landing: If there are 2 units in King's Landing they can support each other. This order would look like King's Landing (East) Supports King's Landing (West) to Hold

a player asked wrote:So two units can be in Kingslanding (East and West, once they have been designated). And say, they could both move to Stormlands and bounce each other back into Kingslanding?
Yes both units could self bounce



*Please note that these are an amendment to the original rules which I felt would create some difficulties in adjudication in certain scenarios. My intention is to make it such that intention must be declared with the movements rather than during adjustments. Also it was confusing that a unit could hold and then declare itself to hold all of king's landing while another unit might try to move in. Adjudicating who would gain the center would be very difficult. I think I understand the original author's intent but I decided this amendment might aid playability. Please remember that units still can not be built in King's Landing.

Forum Specific Rules
Deadlines
Deadlines will be 3/1/1 Three days for orders, 1 day for retreats, 1 day for builds
Any orders not marked as provision or otherwise stated will process speed deadlines.

House Selection
There will be an auction for house selection. Each player has 160 points to bid with. You must bid at least 1 point for each house, whole numbers only. The max you can bid is 120 points for any one house. The player with the highest bid will be assigned that house. Ties will be resolved using random.org

NMRS
If you read nothing else in these rules read this. I hate NMRs. Anyone who NMRs 2 times through out the game will be removed. That said you just need to communicate with me if you need more time, or have a personal matter, or whatever and I will gladly extend deadlines or pause the game if need be. First turn NMR will result in Auto-removal

Posting in the game subform
Please refrain from posting a your own new thread in the games' sub-form. You may post in any thread and that will act as your public press

Interested
1. Blackfish
2. shockj
3. Thomasvaliant
4. lecrae
5. Stalin813
6. Letram13
7. Zadaron

Reserves/maybe
1. asudevil
2. ak47
3. carter342
4. NicoloKissenger

Depending on how quickly we fill up I'd like to get started next week. Interest players can respond here or PM me. I reserve the right to take preference with certain players over other.
Last edited by presser84 on 04 Mar 2013, 18:26, edited 18 times in total.
Westeros Diplomacy - GM/creator
Diplomacy of Ice and Fire 2 - GM
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Re: Westeros Diplomacy Version 2 Looking for Players

Postby lecrae » 29 Jan 2013, 05:05

Yep, I confirm that I am interested, I want to try this variant from the beginning, instead of trying late in the game.
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Re: Westeros Diplomacy Version 2 Looking for Players

Postby Blackfish » 29 Jan 2013, 05:25

Yes please, confirm my participation! :D keen to get started
"You must not fight too often with one enemy, or you will teach him all your art of war." - Plutarch

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Re: Westeros Diplomacy Version 2 Looking for Players

Postby shockj » 29 Jan 2013, 05:34

I'm confirming my participation. Thanks for being willing to get back in the GM saddle so quickly, Presser. You're the man!
Slay classy.

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Re: Westeros Diplomacy Version 2 Looking for Players

Postby stalin813 » 29 Jan 2013, 06:52

I'm game if you still need players. Been on the fence about this, but what the hell!
Best to get me at night (8pm to 12pm EDT)
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Re: Westeros Diplomacy Version 2 Looking for Players

Postby broacracy » 29 Jan 2013, 08:08

I would love to play this game. However, I will be out of town til the 8th of Feb (unsure if I can access internet).
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Re: Westeros Diplomacy Version 2 Looking for Players

Postby shockj » 29 Jan 2013, 09:20

Confused by some of these river rules. So does that mean that a Fleet could be in The Reach, because The Reach borders the Blackwater River? Does that also mean that an Army in King's Landing (Baratheon) and an Army in the storm lands can prevent a Fleet from moving upriver?
Slay classy.

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Re: Westeros Diplomacy Version 2 Looking for Players

Postby Blackfish » 29 Jan 2013, 09:45

shockj wrote:Confused by some of these river rules. So does that mean that a Fleet could be in The Reach, because The Reach borders the Blackwater River? Does that also mean that an Army in King's Landing (Baratheon) and an Army in the storm lands can prevent a Fleet from moving upriver?


Yes, a fleet can occupy The Reach.
A fleet cannot be in the river itself, for the purpose of the game, therefore it is always on the coast/riverbank of a province, therefore, for a fleet to get to The Reach, it would have to move to an adjacent, river bordered province first, like Kingswood or Kings Landing. Armies in these places could effectively block a fleet from moving upriver.
It sounds weird, I know, but without this, what's to stop a fleet from sailing up the Blackwater and into any unprotected province it chooses?
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Re: Westeros Diplomacy Version 2 Looking for Players

Postby Pedros » 29 Jan 2013, 09:49

presser - it would really help if you could find a different name for this one!
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Re: Westeros Diplomacy Version 2 Looking for Players

Postby Blackfish » 29 Jan 2013, 09:53

Presser, what do you think of making each House's lordly seat a keep? I.e. Dragonstone, Winterfell, Highgarden, Casterly Rock, Sunspear, Pyke and Storm's End? In the fictional universe, these are all very strong and defensible fortresses and I really liked that feature from the previous Westeros Diplomacy (which I understand you were inspired by Middle Earth Diplomacy) and this could make this game more fun.

Just a thought :)
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