Star Wars: Order 66 - Seeking Players (6/6)

Original variant created & GM'd by Woolgie

Star Wars: Order 66 - Seeking Players (6/6)

Postby Woolgie » 19 Jan 2019, 19:52

This game will be played over Discord and phase results will be posted to this forum. This will be the first online play of this variant. If you are interesting in playing in this exciting new game please sign up below.

INTRODUCTION

Star Wars: Order 66 is a Diplomacy variant for six players set in the Star Wars universe in 19 BBY (Before the Battle of Yavin) at around the time of Order 66. Players work primarily in teams of two to achieve a supply centre count of 19 or more, but each player is trying to outdo their partner to score the most points overall and be declared the winner.

Except as otherwise indicated, the rules of standard Diplomacy apply.

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VICTORY CONDITIONS

As soon as exactly one Pair of Powers controls at least 19 SCs AND one of those Powers has more points than the other the game ends immediately and the Player with the most points in the controlling Pair is the winner.

Two Pairs cannot control at least 19 SCs at the same time as there are only 36 SCs in total.

If the two Powers in the controlling Pair are equal on points at the time that Pair achieves control of at least 19 SCs then the game continues until any Pair gains control of at least 19 SCs and the Powers in that Pair are not equal on points.

DRAWS

From 14 BBY onwards any Active Player may propose a draw and a vote shall take place on a draw. The options are to either accept or reject a draw. The proposal does not contain any stipulation on inclusion of Powers in the draw. The Powers that will automatically be included in a draw shall be the one Player from each Active Pair that has the most points, however since points are kept hidden the draw participants will not be known until and if the draw is accepted by all Active Players.

If the Players in any Pair are equal on points and a draw is approved then neither player shall be a participant in the draw. This can result in a solo victory being awarded.

POINTS

Each SC is worth 100 points for the controlling player and in addition each player starts the game with 500 spendable Diplomacy Points. Points can be spent, in secret and in increments of 25 points, to influence Minor Power Units to submit orders. Spending points in this way will reduce the likelihood of having the most points but may increase the likelihood of capturing more SCs.

Work with your team mate to capture SCs but remember to finish the game with more points than them!

It is never possible for two players in a pair to both be in a draw.

GREAT POWERS

Pair 1: White: Jedi and Black: Sith
Pair 2: Red: Rebel Alliance and Brown: Empire
Pair 3: Blue: Bounty Hunters and Green: The Hutts

MINOR POWERS

Dark Green: Sernpidalians
Light Blue: Keganites
Pink: Reeceen
Yellow: Naboo
Teal: Ewoks

OTHER PLANETS

Orange Planets are unoccupied and Dark Orange Planets are SCs. The Lwhekk Asteroid Field is also an SC.

UNITS

The units are no longer armies and fleets but are now fighters and carriers. A fighter is capable of moving from one space to any adjacent space in one turn. It can move from a planet to another planet, or from planet to space, or from space to planet. It cannot move from space to another space region. A fighter may be convoyed over space squares by a carrier (as an army may by a fleet in standard diplomacy), provided that if it ends the convoy in a space square then it MUST move to a planet in the next turn (it can hold or support, but cannot convoy again). A fighter is capable of occupying and controlling any supply centre on the board, except for the Lwhekk Asteroid Field, which it can only occupy, because this is a space region.

A carrier is capable of moving anywhere on the map (provided that that space is not already occupied, obviously!). A carrier can occupy any supply centre, but can only control SCs that are not a Great Power’s Home SCs. A fighter must be used to control any Great Power's Home SCs (yours or an enemy's).

SPECIAL RULES

Dates
The first turn of the game is Spring of 19 BBY (Before Battle of Yavin). The years count down to 0 BBY (the date of the battle of Yavin). After the fall retreats of 0 BBY the game ends in a draw (see Draws above).

Minor Power Units
There are five Minor Powers in the game, each starting with one Fighter Unit. Should any Minor Power be awarded a build the GM shall build a Fighter Unit in the longest standing vacant SC that that Minor Power controls. If no SCs are vacant for that Minor Power then no build shall take place for that Minor Power. Should more than one SC be vacant and have been held for an equal duration then the build location shall be determined by die roll.

Minor power units prevent the Great Powers from simply moving into an unconquered minor power SC without support. To occupy a minor power, a Great Power needs to move in with support.

If a Great Power attacks a minor power and dislodges the minor power’s unit, the GM immediately disbands the minor power unit. If a Major Power moves a unit into an unconquered minor realm and then either moves, retreats, or disbands that unit before the Major Power establishes control of the minor power, the GM rebuilds the minor power’s unit as part of the adjustments that take place during the Fall turn.

The Great Powers may use Diplomacy Points to influence a minor power.

Diplomacy Points (DP)

At the start of the game each Great Power is given 500 DP. They are never replenished or recovered.

Players use their DPs to influence the actions of minor powers. Players allocate their DPs when they submit their movement orders for the Spring and Fall turns. Each player may allocate none, some, or all his or her DPs in any Spring or Fall movement turn. Points must be allocated in increments of 25. When allocating DPs, the allocating player submits an order telling the GM how to use the DPs (i.e., to have a minor power unit hold, move, or support). A Player may allocate DPs to more than one Minor Power or more than one unit of the same Minor Power so long as the allocation to each Unit is in increments of 25. A Player may, if they wish, allocate all 500 DPs to one Unit in one turn.

Players do not have to tell each other how they allocated their DPs or honor their agreements with each other. Only the GM will know how the players allocated their DPs. The GM does not publish DP allocations in the adjudication. Instead, the GM only publishes the results.

If, during a Spring or Fall turn, a player allocates more DPs than he or she is entitled to the DPs allocated will be cut to the entitlement amount.

If two Great Powers allocate DPs to the same Unit and order differing orders then the order with the most DPs allocated will be processed. Should two Great Powers allocate DPs to the same Unit and order the same order then those DPs will be added together to potentially outbid any other DP allocations from other Players. Where there is a tie in DPs allocated to different orders and no other DP allocation to that same unit exceeds this tied value then the order to be processed shall be determined by the GM by die roll.

Should the processed order be invalid it will still be processed and therefore the Minor Power Unit will hold.

Limitation on DPs
If a Great Power is attacking (or supporting an attack on) a minor power Unit, that Great Power may not allocate DPs to that minor power Unit during the turn the attack or support is taking place. This rule prevents a Great Power from allocating DPs to a minor power Unit for the purpose of having the minor power unit move, thereby making it ineligible to receive support during the Great Power’s attack on that minor power.

Builds
Great Powers may only build in Home SCs. They may build as many Units as the number of vacant Home SCs allows, provided that their number of Units in the game never exceeds their number of controlled SCs.

CIVIL DISORDER

It is the responsibility of a Player to provide a substitute should they not be able to continue. If they cannot, the GM will assign a substitute to them.

NOTES ON MAP

Lwhekkk Asteroid Field
This SC can only be reached by Carriers and therefore requires a Carrier to capture it. Should a Fighter travel to the Lwhekk Asteroid Field the move will succeed and then the unit will be lost since it cannot move to a planet on its next turn.

Inner Core
The Inner Core is not a traversable region and is impassible.

PLAYERS SIGNED UP
Jerry42
Jvm495
pkjon
Aeschines
Groo
AKFD
Last edited by Woolgie on 03 Mar 2019, 15:49, edited 6 times in total.
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Re: Star Wars: Order 66 - Seeking Players

Postby beadsman » 19 Jan 2019, 19:58

This looks very cool! I can't join, unfortunately, but I like the concept. I think another cool idea for a different varient might be setting it about 9 ABY (legends) with all the different splinter factions of the Empire and fighting warlords, the thrawn campaign, the Duskhan League, and all of those goodies.

Still, love the concept! I especially like the idea of the pairs.
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Re: Star Wars: Order 66 - Seeking Players

Postby Agnimandur » 19 Jan 2019, 23:56

I will definitely be watching this. I can't commit to playing though.
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Re: Star Wars: Order 66 - Seeking Players

Postby Agnimandur » 20 Jan 2019, 00:00

Can you "abandon" an SC to prevent someone from forming a pair with you and hitting 19.
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Re: Star Wars: Order 66 - Seeking Players

Postby Jerry42 » 20 Jan 2019, 05:12

I would like to join. The concept seems nice
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Re: Star Wars: Order 66 - Seeking Players

Postby Woolgie » 20 Jan 2019, 11:57

Agnimandur wrote:Can you "abandon" an SC to prevent someone from forming a pair with you and hitting 19.


No, once an SC is captured it needs to be captured by another player to change hands.
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Re: Star Wars: Order 66 - Seeking Players

Postby beadsman » 20 Jan 2019, 18:43

Woolgie wrote:
Agnimandur wrote:Can you "abandon" an SC to prevent someone from forming a pair with you and hitting 19.


No, once an SC is captured it needs to be captured by another player to change hands.


This should be relatively easy to pull off with a little diplomacy.
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Re: Star Wars: Order 66 - Seeking Players

Postby Jvm495 » 21 Jan 2019, 20:04

Looks quite intriguing sign me up.
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Re: Star Wars: Order 66 - Seeking Players (3/6)

Postby Aeschines » 28 Feb 2019, 22:30

I'd take a stab at it!
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Re: Star Wars: Order 66 - Seeking Players (4/6)

Postby Groo » 01 Mar 2019, 12:56

This still isn't filled? Let me in then!

ps. map is a tad small and not clear enough. I barely see the difference between some colors and I'm supposedly not color blind. Is this the exact map we will be playing on?
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