Devious GM Running list of Rule changes

Diplomacy where the GM makes a set of unannounced predetermined random changes to the map, rules, etc based on one or more variants. Introduced by Pedros, GMed by Asudevil.

Moderator: Morg

Devious GM Running list of Rule changes

Postby asudevil » 09 Aug 2015, 14:55

Spring 1931 – Versailles Map
The map in use will be the Versailles map (Austria becomes Poland) with a non-blind bidding auction for minors. Standard rules with 140 point total, 100 point max, 1 point minimum and no fractional point bids. The players have 3 days to get these bids into the GMs. All standard Versailles rules are in effect with regards to liberating of home SC. This changes the total SC count to 43 and the victory condition to 22.

More Spring 1931 – Matthew 20:16*
"So the last will be first, and the first will be last." After many intense negotiations about who should get which minors many bids were placed. However, there seemed to be a mix-up…you guys didn’t get the minors you bid the MOST for, you guys get the minors you bid the LEAST for. All minors are created equal in the eyes of the devious GM. Seeing as how you are all great diplomats who got suckered into this, I’m sure you will be able to turn this to your advantage somehow.

*DISCLAIMER: Religious references that offend people are completely intentional to be referenced, but unintentionally offensive.

Fall 1931 – To the left, to the left, everything you own in a box to the left
With immediate effect, England’s home SCs are now Italy’s, Italy’s are Russia’s, Russia’s are France’s, France’s are Poland’s, and Poland’s are England’s, Germany’s are Turkey’s and Turkey’s are Germany’s. This rule does not in any way alter units currently on the board, nor control of Supply Centers, but it will affect the ability to build in the future.

NOTES: Just to be clear! The player who has been playing England (for example) is STILL England and keeps the units they possess. However, England can only build in Warsaw, Krakaw and Danzig (once he controls them). Territories are still controlled by the same players. Flags will be placed in the new home SC’s just to remind us all. No new units can be built until a SC in the new home country is vacant and controlled by the right country.

Minor powers will not change home SCs and they are able to “liberate” their majors capital cities ONLY. Capital cities are defined as Berlin, Constantinople, London, Moscow, Paris, Rome & Warsaw.

Spring 1932 – Lord of the Seven Seas
The country controlling the largest number of sea areas will be proclaimed the "Lord of the Seven Seas". Control of sea territory works similar to control of supply centers: any unit located on a sea area at the beginning of a build phase officially claims that sea area as territory for its nation and control is retained until another country occupies the area after a Fall turn. In case two or more countries have an equal number of sea areas, the country with the largest number of fleets wins. If this is also tied, the country who was Lord of the Seven Seas the prior season maintains it. If neither country was the Lord of the Seven Seas the prior season, then no country will be proclaimed Lord of the Seven Seas in that year. Control at the end of Fall 1901 will be counted for this purpose, and control is marked on maps with a box next to the name. The first Lord of the Seven Seas reward though doesn’t come into play until Winter 1932.

The Lord of the Seven Seas title will be awarded at the beginning of each build phase. The privilege attached to the title of Lord of the Seven Seas is the possession of an additional fleet for the coming year. When becoming the Lord of the Seven Seas, that country may build one fleet in any vacant sea area the country controls. This fleet moves and fights exactly like any other fleet. If the Lord of the Seven Seas keeps his title at the next build phase, this fleet will simply stay where it is at that moment: staying Lord of the Seven Seas does not allow one to build such a fleet every build phase. If the Lord of the Seven Seas loses his title, this fleet will be immediately disbanded. Neither the title nor the additional fleet count as a supply center and hence they have no effect on the victory conditions.

Minor and major control does count separately for becoming Lord of the Seven Seas, so either a minor or major country could become Lord of the Seven Seas.

Fall 1932 – Duck, Duck, GOOSE (not really)
The USA has developed equipment permitting the formation of a new, hybrid form of military unit and has generously made it available to all parties in the current European struggle, in the interests of unbiased diplomatic activity and of free enterprise.

The amphibious unit (the "Duck") will be available to be built as an alternative to armies and fleets. The Duck is able to move on and to both land and sea spaces. It carries the same strength as one army or fleet. When a Duck enters a coastal land province from a sea space it occupies the space in the way that an army does. If it enters a space with two or more coasts it is not restricted to the coast, and consequently may if it wishes leave by the other coast.

Ducks however are unable to transport or be transported by convoy.

Spring 1933 – Prince Caspian Sea
Due to some better cartographers entering the Sultan and the Tsar’s presence, the whole of the Caspian Sea has been mapped, and is now a normal water space that shares a border with Moscow, Sevastopol and Armenia. There is also a canal between Sevastopol and Armenia allowing these fleets to travel through either space on its way to the Black Sea.

Fall 1933 – Put your keys in the hat, it’s time for a minor swap
Your minors have found that they no longer trust your judgement. “They find your lack of growth…disturbing.” So every minor has decided to find a new major to tie their fortunes to. The major countries have REJOICED at this opportunity and sent bribes to the minors in order to bolster their reputation.

-Russia found Sweden EASILY susceptible to his charms after a few bottle of vodka were shared together.
-Poland was able to convince Yugoslavia to join him for a full link of Polish sausages.
-Italy sent some beautiful pasta and marinara, whole PLATEFULS of them to Czechoslovakia which really hit the spot
-France took his time to consider if he was ready to surrender, but then finally decided to get into the bidding with a couple cases of wine to Egypt for his services.
-Germany has bribed Spain with a case of beer (including souvenir steins) and two dozen pretzels.
-Turkey broke the proverbial bread (pitas) with humus and found a common ground with Rumania
-England has no good food to share, but no one else was knocking either, so Greece has little choice but to join himself to England’s hopefully non-sinking ship.

Spring 1934 – Ornithopters (apologies for lack of creatively awesome name)
A major countries army (not Duck) starting its move in any capital city may, before normal movement, make a move through one or two provinces not occupied by enemy units (the first of which may be a sea space and the second must be an unoccupied passable land-space. The army then makes its normal move during normal movement - this order must be a move order, and if the move bounces the army finishes the turn in the second space of the initial movement. Capital cities are defined as Berlin, Constantinople, London, Moscow, Paris, Rome & Warsaw.

Some odd situations may arise with this and the default GM principle will be that if 2 ornithopters (or more) attempt to use special movement through the same space, both orders will be changed to hold and no movement will be recorded for either unit.

However units CAN switch places with ornithopters since their special movements puts them in different locations…as long as they take different routes to get there.

Example:
BER – (SIL – WIE) – WAR
WAR – (DAN – PRU) – BER

This example WILL work since both units are going through different territories even though the end result is they swap territories.

Fall 1934 – We didn’t need THAT unit
During winter adjustments any country is able to disband any unit and rebuild in a legal build location up to the number of SCs owned.

Spring 1935 – Goodness, Gracious, Great Jumping Spiders
At the end of this season's retreat phase (or movement phase if no retreats are needed) the GM will pick a space (land or sea) on the board at random. A Great Jumping Spider (GJS) will be placed in that space. This space will be considered unpassable for one season (no unit may enter it), and any unit that is already in the space will be destroyed. Thereafter the GJS will again jump to a random space (which could be the same one) with the same effects at the end of each season's retreat phase (or movement phase if no retreats are needed).

If the space is a supply center (or sea space) and the space is made unpassable in the fall, the SC will not count towards that nation's total, and once the Spider leaves the space it will remain neutral until a nation captures it. The spiders cannot move to a spot that is already unpassable for any reason.

If the GJS destroys a unit, it will produce an additional spider jumping randomly around the board, starting in the following turn. If a GJS goes two years (four successive jumps) without destroying a unit, it will die of starvation and be disbanded. The maximum number of spiders on the board at one time is two. If the last GJS dies then a new one will appear in the following season to take its place.

If a GJS is occupying an SC at the time of a Winter Build season then that center does not count in the total of current SCs, and the victory condition may be affected.

Fall 1935 – T’is but a flesh wound
After a country (major or minor) has lost their last SC, their remaining unit(s) will survive for one more year. That unit(s) is/(are) allowed to move/capture and make every standard action a unit(s) can. If that unit(s) is able to capture a SC during the following year, it t’was but a flesh wound and not a mortal strike so the country will continue as usual. This will occur EVERY time a country has lost their last SC so it may take multiple attempts to finish off a country. If a country is unable to find a new SC during this time they are officially eliminated (at least as far as YOU know).

Spring 1936, 1937, 1938, 1939 – Black Holes tearing at the very fabric of the space time continuum
A series of four Black Holes will be created, one each spring for the next four springs. The locations have been chosen in advance by the GMs but they will be announced season by season. The space (land or sea) will cease to exist immediately, and any unit in that province is annihilated. If the province is a supply center, it is removed from the adjustment chart, reducing the total number of supply centers by one. Black-Holing lasts for the rest of the game. All provinces which touch the Black Hole now touch each other - movement, support, retreats and (if appropriate) convoys can pass through them as though they weren't there.

This may mean the loss or creation of coastlines, so that provinces may have more than one coastline for the first time, may have coastlines where they didn't have them before, or lose coastlines which they did have. Fleets on a coastline which is suddenly divided into two may choose after the hole is announced (in a retreat-phase-like period of 24 hours) which coastline to be placed on; fleets in a coastal province which gets a new coastline not part of the original one stay on the coast they were already on. Fleets on coastlines which become marooned in a landlocked province will be destroyed.

If a second black hole is created touching an existing one, then the logic of the rule applies: all provinces touching the first black hole were touching the new black hole, so they are all touching those adjacent to the second black hole.

Each player may designate with his Spring 1936 orders ONE home supply center to be immune from the Black Hole. If no preference is indicated, the GM will select one. The decision cannot subsequently be changed, with only ONE exception: if a player loses control of his exempt center to another power, and is left with only two of his home centers, then if one of the latter is Black-holed he may change exemption to his last remaining center. This may only be done once per player in the course of the game.

The choice of exempted home centers is not revealed unless a player specifically requests the GM to announce his or her choice.

If a player chooses to exempt a space which is on the chosen list then it will be replaced by one of a set of reserve spaces already chosen.

The spaces are
    Rhine
    Syria
    Latvia
    Albania

Fall 1936 – It’s MY religion, and I will defend it
The Catholics, Jews and Muslims have decided that they no longer are wanting to deal with the wars that are ravaging Europe. Three new SCs have been created. The Papal States will be formed between Rome and Tuscany and will also border Trieste. Palestine will be split into Jerusalem to the west and West Bank to the east, thereby completing eliminating Palestine. Also, the country of Jordan will be added that will be east of the West Bank and border both Syria and Cairo, as well as the West Bank. The three territories (not Jordan) will all count as SCs and change the victory conditions for the game. They will also all have a neutral army in them that will hold and defend themselves from invaders. These units can be supported. No country wants to help another country oppress a religion so these new territories must be captured without support from any other nation (although your minors can help). These armies will immediately disband when they are dislodged. However, if any of the territories are left vacant for 2 straight fall seasons, the neutral army will return that winter and the SC will return to neutrality.

Fall 1937 – Throw off the yoke of the imperial oppressors
Some nationalities have decided that with the armies busy elsewhere, it is a good time to assert their independence from their imperialistic leaders. Edinburgh has now become Scotland and Kiev has now become the Ukraine. They both get a neutral army (replacing any unit that may be there) that will be disbanded as soon as it is dislodged. They remain home SC’s for Italy/France if recaptured.

Fall 1938 – Unit swap
Any unit in a coastal territory will switch from being an army to being a fleet and vice versa. Armies on a territory with two coasts will become fleets randomly assigned to a coast. No one really knows WHY this happens, but the hand of our good god (and benevolent leader of PbF games) MORG is clearly behind it. Except for ducks…he doesn’t know WHAT to do with those, so they just get destroyed.

Fall 1939 – Improved Camouflage
China has been able to make a major technological improvements have occurred allowing for units to become invisible to anyone around it. Unfortunately due to lack of funding each country was only able to purchase one such set of materials, but it was able to be immediately shipped to any unit directly in the field. Each major power will is able to make any ONE unit of theirs invisible. If that unit is destroyed for any reason, they lose the ability to have an invisible unit. When the fall orders are adjudicated one unit for each major power will be missing from the map and the orders. These units will not have their orders revealed. Territories occupied and controlled by this invisible units will never change colors, nor will existing coloring be altered. If a player attempts to build in a SC which he wrongly believes he owns, that build is lost for the current year.

Spring 1940 – Kamikaze/BONZAI
A new order, kamikaze (K), is available for any army, fleet, or duck (but not for the Lord of the Seas). A unit ordered to kamikaze will move one space as usual but at strength 2, but the unit is destroyed whether the attack is successful or not; if successful the target territory will be unoccupied. Kamikaze attacks can be supported as usual.

The cost to this attack is that the unit can only be replaced in the second build phase following the attack - ie the player will be one unit (per kamikaze) short for the following year compared to their SC total.

Fall 1940 – Zombie Apocalypse
In these rules, the word “unit” means any player¬unit.

With immediate effect, every unoccupied supply center is occupied by a Zombie

Movement
1. Zombies always either Move or Hold. If a unit occupies an adjacent land territory to a zombie then the zombie will attempt to move to its space. (Although a fleet in a land province with a split coast occupies the whole province, a zombie in a province adjacent to such a split-coast province can only detect a fleet on the adjacent coast). A zombie in Moscow can not detect a fleet in EITHER cost of Leningrad.

2. If a zombie is adjacent to two or more units in land provinces it will move towards one of those units, to be chosen randomly by the GM before opening any orders.

3. Zombies never act rationally, so in a situation where two zombies are adjacent to unit A, but one of them is also adjacent to unit B, they are not able to reason "One of us should attack each." Each zombie will attack at random, so that it is possible they will both attack the same one.

4. Zombie moves can be supported by a unit.

Resolving conflict with zombies
5. All conflicts between zombies and units can be determined by treating the zombie as though it has a fighting strength of 1.2. The following examples of specific cases are intended to make the most likely situations clear.

6. If a zombie successfully moves to a space occupied by a unit, an additional zombie appears in the space originally occupied by the zombie which moved unless a player unit has moved into it.

7. If a single zombie moves to the space occupied by an unsupported, holding unit the zombie’s move is successful (1.2 - 1) .

8. If a zombie and a player unit are ordered each to the other’s space and neither has any support, the zombie’s move is victorious (1.2 - 1)

9. If two or more zombies are ordered to move to the same space then they are considered to be supporting each other and moving with double (or more) strength, unless one of them is faced by a supported attack from the target unit. In that case the target’s attack succeeds but the other unit(s) orders are remain in place against the target space. If the joint zombie attack succeeds, one of them is chosen at random by the GM to be the one which moves, leaving an additional zombie in the space behind it.

10. Target units can receive support from other units. This support will only ward off the zombie attack if there are at least as many supporting units as the number of zombies attacking the target (eg a single zombie in Budapest attacks an army in Vienna with support from Trieste; the zombie attack fails (1.2 – 2.0)

11. Any SC occupied by a zombie after a Fall season (including retreats) immediately becomes a neutral center.

12. If a unit successfully moves to a space occupied by a zombie then the zombie is destroyed.

13. An unsuccessful attack by a zombie does not cut any support being given by the target unit, but if the target becomes a zombie its support is cancelled.

14. Zombies are already undead and therefore do not feed the great jumping spider.

Victory conditions
These are unchanged except that if all player units are destroyed/become Zombies then the Zombies are the winners! SCs neutralized by Zombies are still counted in the effective SC total.

Spring 1941 – The Cavalry has come
America, China and the Moors have come to help fend off the zombies. The Moors have brought an army up to Morocco, America has brought a fleet to Iceland (becoming passable), and the Chinese have brought an army to Armenia. If any of these territories are occupied, the unit will be held in reserve off the board until it can enter using the move orders shown below. The American unit will be able to enter the game into NAO or NWG, the Chinese unit can enter into ARM or KUR, and the Moorish unit can enter to MOR or ALG. While these units are off the board, they are immune to zombies. These units will move each season based on which order they receive the most often. Every living player will order each of the 3 units. Any player who fails to order one of the units will be considered a “hold” order. The unit will move according to the order that is received the most times. Ties will result in a hold. All publishing of these orders will remain anonymous. If one of these units captures an SC a new unit of that country will enter from off the board into the allowed territories as above. The unit will start in the allowed space in winter, but if both spaces for the given country are full, the unit will be held off the board and be allowed to move from off the board into one of the spaces in spring. America can only re-inforce with fleets. China can only re-inforce with armies. The Moors can re-inforce with armies in either space or a fleet in Morocco. The cavalry will have builds/disbands as standard except that they will always be allowed one unit more than the number of SCs they control (the original cavalry unit). These units will remain on the board until either they are eaten by zombies or all the zombies have been destroyed. They will be disbanded as usual via auto-destroys when dislodged or if they lose an SC, but they always get one extra unit. If all units of a cavalry nation are eaten by zombies, they are gone and you don't get another one. If all zombies have been destroyed the cavalry units immediately leave the map and all SCs they had captured return to neutral. T’is but a flesh wound does not apply to the Cavalry.

USA is the forest green color, Moors are brown, Chinese are dark yellow

Also, the Cavalry can not help suppress a religion

Fall 1941 – Neutral Builder
Units from a major country may be built in any non-SC province in another major country's national territory. Each country/color may only be used once for this purpose. Units are not allowed to be destroyed and rebuilt in this manner; only traditional gains can be used this way. The neutral country definition will be any neutral territory that is originally colored at the beginning of the game - eg if Russia has taken over CLY, CLY would still count as an ITALIAN neutral for this power. This essentially gives every major country six builds “anywhere”.

As the colouring of No SCs is purely cosmetic, to clarify where you can build all non SCs where players can not build have been coloured light grey. The non SCs where you can build have been coloured in the colour to which the belong for the purpose of this rule. You can have one non-SC build on each colour except you own.

If 2 countries try to build in the same location (including the Chinese Cavalry) both builds will fail and the player(s) will play short a unit for the following year.

Spring 1942 – Extinction
The food sources have been tainted with all the zombies and the great jumping spiders have all died off.

Fall 1942 – Its like Oprah…YOU get a nuke, YOU get a nuke, EVERYONE gets a nuke
Terrorists have set off nuclear bombs have exploded in all the capital cities killing millions, crippling infrastructure and making it impossible for these cities to continue to support the war effort. Every capital city is now both impassable and no longer an SC. Any unit or zombie that was in one of these capitals is eliminated. Capital cities are defined as Berlin, Constantinople, London, Moscow, Paris, Rome & Warsaw. The experts have decided that it will take years for these territories to become habitable again. In spring 1945 the territories will be clear enough of rubble and radiation to be passable again. Starting in spring 1946 they will have had enough time to rebuild and if the war is still going, they will be able to once again support troops and be considered a home SC if recaptured by their original owners. However, since there prior leaders were clearly unable to defend them from these terrorist bombs, they are neutral in the war until someone comes to claim them in the standard way. While these cities are cleaning up their nuclear waste, they will not count as SCs for victory conditions.

Spring 1943 – Weathering the storm
While the nuclear waste is being cleaned up from the capitals many survivors have gone into less populated areas and are willing to continue fighting for the cause. Neutral SCs have shown up in Iceland, Sardinia (becoming passable), Prussia and Moldovia. These SCs will only be SCs until the nuclear waste is cleaned up and the capitals return to being SCs in 1946. Sardinia will remain passable even after losing its SC. If American cavalry is still in the game, Iceland stays his and will allow for an additional unit the following winter (assuming he doesn’t lose one). If American cavalry is not in the game, the SC becomes neutral.

Fall 1943 –Vanishing Borders
After each movement phase but before the retreat phase a randomly chosen border is erased. The victory condition for a solo remains one more than half of all remaining supply centers.

These borders will vanish in ADDITION to other devious things for the next 4 years (8 seasons)

The combined territories will be formed as follows:

Type: Black Hole > Home SCs > other SCs > Seas > Land

The unique spaces Constantinople, Denmark, Kiel, and Sweden will retain their properties as long as is applicable.

Name: The dominant territory's name will be used for the new combined territory. If two of the same type are merged, the first name alphabetically will continue in use.

Possession: If two unoccupied territories are merged, the resulting territory remains neutral, unless one was an owned but unoccupied SC, or both were owned by the same power. Then the owner of the SC(s) continues to own the new territory as an SC.
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If one territory is occupied and the other is not, the occupier maintains possession of the new territory if possible. Armies are dislodged if their territory is merged into a sea and may retreat if possible.
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If both territories are occupied, the following precedence is followed:

A Zombie displaces a player unit, which may retreat if possible.

A unit occupying an SC dislodges one on a normal territory. That unit may retreat if possible.

On the merger of a sea and a land space, if a fleet and an army were present, the fleet remains on the space and the army may retreat if possible. If two fleets were present, both must retreat if possible. If a fleet becomes landlocked, it may retreat to an adjacent province with a coast if possible.

On the merger of two SCs, two land territories, or two sea territories, both units are dislodged and may retreat if possible. A territory formed by merging two SCs becomes neutral unless one was already neutral in which case the power with control of the other retains control.

Exception: if, in any of the situations above where two units would be dislodged, the same player owns both units, then one may remain and one must retreat or disband. In cases with one fleet and one army the unit to remain may be chosen by the player and the other retreat or disband ordered: if no choice is submitted the unit which was on the alphabetically first territory remains and the other is disbanded.

Coasts: If a border elimination puts a fleet on a new territory with new multiple coasts, the player must choose a coast for the fleet during the retreat phase. This does not apply to extension of multiple coasts that previously existed.

Protection: A border change may never result in either the elimination of a player. In this case no border will vanish during that turn

Vanishing border list
OSL and SKA combine to make a land SC of OSL
THE and ATH combine to make a land SC of ATH
ALG and MOR combine to make a land non-SC of ALG
SYR and WB combine to make a land SC of SYR
POR and MAD combine to make a land SC of MAD
LIT and LAT combine to make a land SC of LIT
PAR and BUR combine to make a home SC of PAR

Spring 1944 – Restore the Space/Time Continuum
All the Black holes have been removed and the spaces returned as normal. All spaces will be neutral in this situation.

Spring 1945 – Mercenaries
1. With immediate effect, one random unoccupied non-SC land territory of each non-minor color on the board will be occupied by a mercenary army (colored purple). (e.g. One in Polish Pink, one in Turkish Yellow, one in Russian purple, one in neutral light grey, etc…this is based on the original coloring of the board). These units are for all intents and purposes normal armies and act as such with respect to all rules. If a color is full, there will be no mercenary in that space.

2. Players receive each movement phase a new resource called "Pieces of Eight" ("8s"). Each player receives a number of 8s equal to the number of SCs he currently controls (minor and major combined, up to a max of 8). 8s may be used in one of the following three the following manners.
a. Players may bid a number of 8s to issue an order for a mercenary army.
Order format: Mercenary Sevastopol-Ukraine (4 Pieces of Eight)
Abbreviated format: M Sev-Ukr (4)
b. Players may bid a number of 8s to proxy an order for a mercenary to another country.
Order format: Mercenary Sevastopol proxy Germany (4 Pieces of Eight)
Abbreviated format: M Sev proxy Germany (4)
c. Players may bank their 8s for use in the succeeding winter (see rules further below for winter usage of 8s).
(There is no order required for this, any unordered 8s are automatically banked)

3. A player may spend his 8s on as many or as few of the armies as possible, but he may only make one order OR proxy PER mercenary army.

4. If a player overspends their Pieces of Eight (makes orders totaling to more points than their supply center total), all expenditures are invalidated and the entirety of their stock is banked.

5. During adjudication, a mercenary army obeys the order with the highest payment. The payment is calculated by the total number of exactly matching orders plus any proxies to those orders.
Example:
Player 1: M Sev-Ukr (6)
Player 2: M Sev proxy Player 1 (5)
Player 3: M Sev-Ukr (2)
Player 4: M Sev-Arm (12)

In this case, Sev-Ukr would win 13-12 because Sev-Ukr was bid 8 points between Players 1&3, and 5 points were proxied to the order of Player 1 by Player 2.

6. Even if an order is unsuccessful (as in the Sev-Arm order above), the 8s bid are lost and not banked. (Mercenaries are not afraid to faithlessly take payment).

7. If two bids are tied to be the highest bid during the movement phase, then the mercenary attempts to perform the order that will please the most bidders (if people proxied or entered the same order). If there remains a tie, then which one is successful will be determined randomly.

8. A mercenary who occupies a supply center in Winter does not take control of the SC, but rather attempts to auction it off to the highest bidder. Players may use their banked 8s from the preceding Spring and Fall at this point to attempt to buy-out the supply center for either themselves or another player. Control of the SC is not granted until AFTER the Winter phase is processed though, and, as a result, adjustments for the change in control are not made until the FOLLOWING Winter. Furthermore, this is after the victory condition is calculated, so it will have to be held until the following Winter to attain victory.
Order Format: Mercenary Sevastopol control to Germany (6 pieces of eight).
Abbreviated Format: M Sev control to Germany (6).

9. In the case of a tie in the Winter auction, control remains with the current owner; even if that owner is not one of the tying bidders.

10. Mercenaries are treated by Zombies exactly like player units.

11. If a Mercenary is dislodged, it retreats randomly.

12. Mercenaries are treated like Independents with respect to vanishing borders.

13. Mercenaries never change the color of territories by occupation.

Fall 1945 – Tanks
Any army that spends any winter in any SC is immediately upgraded to a tank. Tanks follow all rules that a regular army does, except that they have the strength of 1.1. There will be no more army builds as all army builds will be tanks.

Spring 1946 – Spring Raid
Any unit entering an SC (or sea zone) in spring gains control of it immediately although it is not able to build because of this gain until the Winter turn. Control is retained as normal and can not be ignored to benefit an ally.

Spring 1946 - Battleship
Any fleet that spends any winter in any SC is immediately upgraded to a battleship. Battleships follow all rules that a regular fleet does, except that they have the strength of 1.1. There will be no more fleet builds as all fleet builds will be battleships.

Spring 1947 – Petrol Rationing
In each movement phase, one or more of the player’s units may move additional spaces; the total number of additional spaces moved may not exceed the number of the player’s units which are ordered to “Hold” during that phase. If more additional movement spaces are ordered than are available, then all of the units given additional orders will be ordered to “Hold”. A unit using additional fuel may submit movement orders only, although each movement may be in any valid direction. Units will be considered to enter any space in the order at the same time as any other units trying to enter causing a bounce. Any part of the move may be supported.

EXAMPLES:
LON-YOR-EDI will bounce in YOR with a unit moving NTH-YOR causing no movement.
LON-YOR-EDI will bounce in EDI with a unit moving ENG-NTH-EDI leaving units in YOR and NTH.
LON-YOR-EDI will bounce in EDI with a unit moving NTH-EDI-CLY leaving units in YOR and NTH.

The default will be units attempt to move as much as they can before hitting another space that is equally challenged, keeping in mind unit strengths may be different.

Fall 1947 – Water Walking Zombies
From now on any remaining Zombie is able to move and to detect units on sea just as on land. They are also able to detect fleets in neighboring provinces even when their coasts are not adjoining.

Spring 1948 – Ineffectual Leadership

The years of war and casualties have made it so that all quality leaders have died. With the new inexperienced leaders come natural inadequacies. Support orders are only valid for units that are holding or moving. Supporting a unit who is supporting another unit, or supporting a unit that is convoying are no longer valid orders.

Fall 1948 – Zombie Trainer
A new player has entered the game controlling all the zombies. But there are limitations...he can either make the zombies attack an adjacent territory where there is a unit (he gets to chose)...or make the zombie hold. He can not attack an adjacent empty space. He can force zombies into spaces left by an ornithopter.

Spring 1949 – War will end at the end of 1950
The countries have decided that this has gone on long enough. The war is over at the end of 1950

Fall 1949 – The DOLORIAN
We have gone back in time to fall 1948...we will replay fall 1948 and then continue from there. All random orders will stay the same if possible...but the players may change any order they wish to.

Spring 1950 – Hyperspace Joker
Players may connect any 2 spaces on the board for a turn and move between them as if they were adjacent.

Fall 1950 – The big surprise…no new rules…fight it out
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Re: Devious GM Running list of Rule changes

Postby marsman57 » 13 Aug 2015, 15:09

It took some digging around for me to find the Versailles rules, so I'm putting them in a post to help me remember.
viewtopic.php?f=566&t=41927
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Re: Devious GM Running list of Rule changes

Postby I Love Italy » 16 Aug 2015, 16:43

marsman57 wrote:It took some digging around for me to find the Versailles rules, so I'm putting them in a post to help me remember.
viewtopic.php?f=566&t=41927


Thanks Marsman!
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Re: Devious GM Running list of Rule changes

Postby EpicDim » 10 Sep 2015, 20:43

When becoming the Lord of the Seven Seas, that country may build one fleet in any vacant sea area the country controls. This fleet moves and fights exactly like any other fleet. If the Lord of the Seven Seas keeps his title at the next build phase, this fleet will simply stay where it is at that moment: staying Lord of the Seven Seas does not allow one to build such a fleet every build phase.


I doubt this was the intent, but according to these rules if you don't build that fleet when becoming the LotSS then you would never get to build that fleet unless someone else became the LotSS and then you regained the title. Also if it's disbanded for any reason you would not get to rebuild it.
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Re: Devious GM Running list of Rule changes

Postby asudevil » 11 Sep 2015, 01:49

EpicDim wrote:
When becoming the Lord of the Seven Seas, that country may build one fleet in any vacant sea area the country controls. This fleet moves and fights exactly like any other fleet. If the Lord of the Seven Seas keeps his title at the next build phase, this fleet will simply stay where it is at that moment: staying Lord of the Seven Seas does not allow one to build such a fleet every build phase.


I doubt this was the intent, but according to these rules if you don't build that fleet when becoming the LotSS then you would never get to build that fleet unless someone else became the LotSS and then you regained the title. Also if it's disbanded for any reason you would not get to rebuild it.


You don't get additional fleets...you get a fleet...but if its disbanded, you can build another if you are still LOTSS its like banking a build.
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Re: Devious GM Running list of Rule changes

Postby EpicDim » 11 Sep 2015, 02:21

A literal reading of the rules as written do not specify that. I figured that was the intent.
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Re: Devious GM Running list of Rule changes

Postby asudevil » 11 Sep 2015, 02:42

EpicDim wrote:A literal reading of the rules as written do not specify that. I figured that was the intent.


Fair enough. Thank you
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Re: Devious GM Running list of Rule changes

Postby EpicDim » 05 Oct 2015, 17:21

Syria should be added above as a Black Hole.
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Re: Devious GM Running list of Rule changes

Postby EpicDim » 09 Oct 2015, 21:56

Another rules question on Spiders of Unusual Size:

This space will be considered unpassable...Thereafter the GJS will again jump to a random space (which could be the same one)

The spiders cannot move to a spot that is already unpassable for any reason.


These seem to be contradictory statements.
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Re: Devious GM Running list of Rule changes

Postby asudevil » 09 Oct 2015, 22:01

EpicDim wrote:Another rules question on Spiders of Unusual Size:

This space will be considered unpassable...Thereafter the GJS will again jump to a random space (which could be the same one)

The spiders cannot move to a spot that is already unpassable for any reason.


These seem to be contradictory statements.


Sure do....I'll discuss with Jeg
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