Feudal Diplomacy -- Rules and map!

15-player variant starting in 1100 with very different powers rules. Created by his_flyness. GM: his_flyness. Game ended with no resolution.

Feudal Diplomacy -- Rules and map!

Postby his_flyness » 28 Sep 2009, 00:51

Now that there is a new subforum, for the game, it probably makes sense to post the map and rules!

The map (made by Magmaniac and far better than anything I could do -- i know because I tried) is attached.

Rules are as follows:

Feudal Diplomacy:

Feudal diplomacy is set in Western Europe shortly after 1100 AD.

Victory:
Victory is attained by controlling the Papacy and being king of a major kingdom (England, France, the Holy Roman Empire (HRE)), or by by being king of all three major kingdoms.

Units and turns:
There are both fleet and army units. Both cost 1 supply, but fleets have only half the strength of armies.

Turns operate as in normal diplomacy, with spring, fall, retreat, movement, and build phases.

Builds may be placed in any controlled supply center (SC). As each unit is paired to a specific supply center (this will be explained later), if a supply center is lost, the unit associated with that supply center must be destroyed.

Units are designated by a three part code – the first part indicates whether it is an army or fleet, the second part indicates the player who controls it, and the third part indicates its home SC.


The Board:
The board encompasses Britain, France, Germany, and Italy.

There are five kingdoms: England, France, the HRE, Scotland, Naples, plus some independent territories (Rome, Ravenna, Orkney, Dublin, Venice) which are not part of any kingdom. All kingdoms have some supply centers controlled by the king, and may have unoccupied supply centers and centers controlled by lords, who are substantially independent of the king in their actions.

The king of a country is the player which controls the capitol SC. The capitol supply centers are: England – London, France – Paris, Scotland – Edinburgh, Naples – Naples.

In the case of the HRE, the initial king is Bavaria, but a new king can be chosen by election as described below.

The Players:
There are three groups of players: lords, kings, and the Pope:

Kings:
Kings have direct control over a limited number of units, and also many have some number of lords who are (at least theoretically) under their command. A king may declare one or multiple of his lords a “traitor” as an additional, special, move each turn. Doing so reduces the strength of those lords’ units to ¾ of their usual strength the following turn. This condition lasts until the lord is eliminated or the king issues a new order, restoring that lord to full standing, again effective starting the following turn.

Any player can become the king of any country by seizing that country’s capitol supply center, or by election in the case of the HRE. If a king is replaced, any player who has been labeled a traitor by that king remains in a weakened state unless and until the new king chooses to restore him to normal status.

In the case of the HRE, the first king is the Bavarian player. However, every 2 years thereafter (during the build phase) there is an election to determine a new king. All players who control supply centers within the HRE are entitled to vote, which is weighted by the number of supply centers which they control within the HRE. Any player (even if they hold no territory within the HRE) is eligible to be elected king of the HRE.

Lords:

Lords can become kings as explained above (and must become kings if they are to win!). Although they may be the vassal of one king, that does not prevent them from negotiating with whomever they choose on the board and moving their units as they see fit, as long as they are prepared to accept the consequences of their king’s displeasure if they ignore or attack him!

Some lords serve multiple kings! Both Burgundy and Flanders start out in this position, but others may find themselves in the same circumstance depending on game play. In their cases, being labeled a traitor only affects the units supplied from that king’s country. So, if the king of the HRE labeled Flanders a traitor, it would affect the units supplied by Lower Lorraine and Frisia (Fri), but not the unit supplied by Flanders (Fla).


The Pope:

The Papal States are not within any other kingdom. Additionally, the pope can excommunicate any player on the board, which has the same effect as being declared a traitor. The vassals of an excommunicated player feel the same effects as the player himself, so excommunicating the king of England affects not only his units but those of York and Gloucester. Only 1 player may be excommunicated at any time. Excommunication and lifting of excommunication are issued the same way kings declare lords traitors, and take effect the following turn. The Pope may lift one players’ excommunication and excommunicate another the same turn if he chooses.


Country boundaries:

Country boundaries are fixed and denoted in red. Capture of an English supply center by France, for example, does not make that supply center a part of France. While the French player who captures it will gain control and a new build, the supply center will be held as a fief of the English king, and is subject to being labeled a traitor just like the rest of his lords.

Note that Sardinia is a part of the HRE.

Supply:

The supply center a unit is supplied from affects which declarations of treason affect it. At the start of the game, all units are supplied by the center they start on. Any time a unit takes a supply center, it is judged to be supplied by the center it has just captured. The new build will be placed (and supplied by) the center whose unit just captured the new SC. In the event that that SC is currently occupied, the owner may choose to supply the occupying unit from that SC and build in the supply center which formerly supplied the occupying unit.

Capturing supply centers and “self” dislodgement:

No unit will dislodge units controlled by another player from the same country unless specifically ordered to do so. So, if Anjou attempted to force the French king out of Paris, A Blo – Par, A Nor S A Blo – Par doesn’t do the trick. Instead, the player should order A Blo – Par (dislodge), A Nor S A Blo – Par. Similarly, units won’t capture supply centers held by other players in the same country unless specifically ordered to do so. If Anjou wanted to then go on to capture Paris, he should order A Blo – Par (dislodge) (capture), A Nor S A Blo – Par.

Such orders are not needed when attacking other countries. But be careful – once you’ve already captured a few foreign SCs, you units will be supplied from that country and won’t dislodge the no-longer-foreign enemy units unless ordered to do so!
"Leave the gun. Take the cannoli." The Godfather
User avatar
his_flyness
 
Posts: 579
Joined: 15 Jul 2009, 03:13
Class: Star Ambassador
Standard rating: (1214)
All-game rating: (1209)
Timezone: GMT-5

Return to Feudal Diplomacy {All Maps Lost}

Who is online

Users browsing this forum: No registered users and 1 guest