Diplomacy for Dukes & Popes II: Seeking Players!

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Diplomacy for Dukes & Popes II: Seeking Players!

Postby Aeschines » 16 Aug 2019, 21:37

Hello everyone! I'm excited to announce a second run of Diplomacy for Dukes & Popes. If you haven't seen the previous game, I encourage you to check it out here: Dukes & Popes I. It was some rollicking good fun and involved the formation and then implosion of one 6-player Empire and an eventual clash of titans with defections on both sides! Speaking as an avid-designer of Diplomacy variants, this may well be the most fun variant I've ever designed.

Some cool features of DD&P are that it can support essentially any number of players and every game will be totally unique. Because "nations" are as fluid as the players that decide to create them, there are no stalemate lines and no standard openings.I am still working on a few tweaks to the rules, and so would value input from the community on those rules I have marked as having an alternative option. Rules are finalized. Please post below if the game interests you!

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Rules for Diplomacy of Dukes and Popes II v2.1
Synopsis
This variant is designed to allow greater roleplaying potential than in vanilla diplomacy. Rather than having the various powers and nations set at the beginning of the game, groups of players are allowed to form (and break and reform) their own powers. This changes the victory conditions (as there is not a set number of powers). The game also adds religions and religious elections to the standard game.

Map Notes
The game is played on a modified version of the Diplomacy of Castles and Vassals developed by William Gibson.
Canals- Constantinople and Roskilde operate just like Constantinople in regular diplomacy.
Straits - Narrow straits may be traversed by armies or fleets. Thus, Corsica and Cagliari are adjacent for all purposes. Other straits include Palermo and Naples, Seville and Fez, Dublin and Strathclyde, and Khazak and Caffa. Straits are marked by small arrows in the map.
Island Roskilde - Roskilde, as an island, does not block the coasts of the adjacent spaces. Thus Jutland and Hamburg both have two coasts. However, Hamburg is not adjacent to Baltic Sea (BcS).
Venice - Venice is not an island and does block the adjacent coasts. Neither Lombardy or Graz have coasts or may be occupied by fleets.
Dual Coasts - Jutland, Hamburg, York, and Strathclyde all have two coasts (one east and one west), even though they are not so marked.
Unclaimed territory - Non-player SCs will begin the game with neutral armies that cannot move or retreat.
Builds - Players may build anywhere. Neutral SCs will rebuild their starting unit if it is destroyed but the SC is not captured.

Game Start
First phase is Winter 1000 CE. Each player will start with 2 SCs (counties) determined by 100 point blind auction. Players may submit bids for as many pairs as they would like, each bid must be a unique point value, the maximum allowable bid is 40, and the minimum bid is 1. Bidding must be done without any discussion. The first-named SC in the bid will be the player’s capital. The player may also submit a color preference (which will be followed to the extent practicable).

1- Vassal System
DDP adds a vassal system to the game, allowing players to form their own nations. Players are able to gain the following ranks: Count, Duke, King, Emperor, Pope. With the exception of Pope, a player must spend at least one year with a title to gain the next higher title.

    1.1 - Coronation Phase - After fall retreats but before winter builds, DDP adds a new phase. This phase allows players to swear allegiance to other players, creating new nations. During this phase, players may also cast their elector votes for the heads of their religions or crown kings and emperors (discussed later). Coronation orders are resolved at the conclusion of the Coronation Phase.
    Coronation Phase orders look like this:
      "I swear allegiance to the current Duke of London. I accept the allegiance of the current count of Edinburgh. I cast 2 votes for Pope Aeschines, of Paris."
      If an order is invalid or ambiguous during the Coronation Phase, it is considered as if it had never been written.
      If a dichotomy arises where only one of two possible orders can be processed (but both are otherwise valid) they will be resolved with previously-existing orders taking precedence over newly submitted orders

    1.2 - Allegiance Caps - No player may have the direct allegiance of more than 2 other players (regardless of their rank). Thus a Duke may have two Counts or a King may have a Count and a Duke. But a King may not have two Dukes and a Count under their direct allegiance. 3+ player nations may be formed, however, if a Duke (with two counts) swears allegiance to a King, so long as the King is owed allegiance by no more than two players.

    1.3 - Standing Orders - Players' previous Coronation Phase orders are considered to stand for all future Coronation Phases, unless they are specifically changed by the player.
    Rejecting Allegiance - A player only accepts the allegiance of another player by explicitly ordering it in their Coronation Phase orders. A player may revoke their acceptance of another player's allegiance during any Coronation Phase.

    1.4 - Counts & Dukes - Any player with at least one SC is a "count." Counts can become Dukes by accepting the allegiance of any other count. To become a Duke, a player must have spent one full year (a spring-fall) as a Count.

    1.5 - Kings & Emperors - A Duke becomes a King (or a King an Emperor) if they... a) have been a Duke for the prior full year (spring-fall); b) accept the allegiance of a fellow Duke; c) is crowned by the head of their religion during that phase.

2 - Religions
There are four religions in the game, three of which have religions heads. The religions are Catholicism, Orthodoxy, Islam, and Paganism,

    2.1 - Religious Electors - Each province in the game has a religion. The religions of the provinces are fixed, with the exception of Pagan provinces. For every province of a particular religion a player owns, they may cast one additional vote during each Coronation Phase to elect the leader of that religion. Religious capitals (Rome, Cordoba, Constantinople) provide an additional 2 religious votes in their relevant elections (for a total of +3 votes for control of the province).

    2.2 - Voting for the Pope - During a Coronation Phase, each player may vote for one player to become the head of a religion. Players may not vote for the heads of two separate religions during the same Coronation Phase, but may "change religions" in subsequent Coronation Phases by casting different votes. Players receive one vote automatically and an additional vote for each province they own of that religion, with additional +2 bonus for owning the religious capital. (Thus the Duke of Edinburgh, who owns Edinburgh and Dublin gets three votes if voting for the Catholic Pope but only one vote if voting for the Islamic Caliph).

    2.3 - Becoming the Pope - A player who wins a majority of the votes cast for a particular religion becomes the religion head (Pope, Patriarch, Caliph). If there is no majority, the incumbent religious head continues to reign. If there is no majority and no incumbent then no religious head is elected.
      During the coronation orders as player in control of one of the religious capitals is assumed to be returning the religious capital to whomever wins the election. However, a player may refuse to return the capital by explicitly ordering that in their coronation orders. If a player refuses to return a religious capital, that space does not provide the refuser an SC for the upcoming winter phase, unless that player has won the particular religious election.
        For example: Venice owns Rome. During Coronation 1002, Venice orders "vote Paris for Catholic election, do not return Rome." If Paris wins the election and is crowned Pope, Rome remains Venetian. However, Rome does not count towards Venice's SC total during that winter phase.

    2.4 - Crowning and Religious Capitals - Religious heads immediately gain the power to crown Kings and Emperors. Religious heads may only crown Kings and Emperors who voted in that religion's election in the current Coronation Phase.
      Example: In the third Coronation Phase the Duke of Edinburgh casts one vote for Jane as Caliph. Jane, during that same Coronation Phase, has issued the order "Crown Duke of Edinburgh as King". Jane wins the Caliphate election. --- This Phase resolves with the Duke of Edinburgh becoming a King and Jane becoming the Caliph.
      Example 2: In the third Coronation Phase the King of Bulgaria casts two votes for Kyle to be Patriarch. Jane the Caliph has issued the order "Crown King of Bulgaria as Emperor." Jane wins the Caliphate election. --- This Phase resolves with the King of Bulgaria failing to become Emperor. Caliph Jane could not crown him because he voted in the Orthodox election

    2.5 - Excommunication - Religious heads also gain the power to excommunicate a King or Emperor during any spring or fall phase, so long as that King or Emperor voted in their religious election (or was most-recently crowned by that same religion). An excommunicated player must be re-crowned during the next coronation phase or is ineligible to be a King or Emperor (they may be recrowned by a religious head of any religion). If an Excommunicated King or Emperor is not recrowned, they lose their vassals (but maintain any allowable pledges up).
      Example: During Coronation 1005 the King of Bulgaria votes for Alex of Fez to be Caliph. Alex loses to Caliph Jane. In retribution, Caliph Jane excommunicates the King of Bulgaria in spring 1006. During Coronation 1006, the King of Bulgaria must get a religious head to crown him (and vote in their election). Caliph Jane, if she wins Coronation 1006, is free to crown the King of Bulgaria, if she chooses.

3 - Converting the Pagans
The most northern provinces begin the game without an organized religion. Those provinces do not add to a player religious election vote for any religion."

    3.1 - Conversion - Once a single player, owning a pagan province has voted in two subsequent religious elections (for the same religion), while owning the province, it converts to that religion. It can never be converted again.


4 - NMRs & Liege's Orders
To account for the size of the game, a special order rule allows liege-lords to issue provisional orders for their vassals.

    4.1 - Liege's Orders - Each player, in addition to issuing orders to their own units, may issue orders during spring and fall phases to their vassals (only their direct vassals!). A liege's orders override an NMR but are overridden by any orders issued by the vassal. If a vassal issues any orders that phase the liege orders are entirely ignored (but will still be published). Players may not issue liege orders for the vassals of their vassals.

    4.2 - NMRs & Removal - A player who NMRs in two subsequent Spring or Fall phases will be immediately removed from the game. A player who NMRs in three Spring or Fall phases (even if non-consecutive) will be immediately removed from the game. If a sub is available, they may take over the position, at the discretion with a possible extension of time determined by the GM. Standing orders and liege orders do not apply to nations in civil disorder.
      Example: Alex of Fez is pledged to the King of Bulgaria. Alex NMRs in Spring 1005. Worried about a second NMR, the King of Bulgaria issues liege orders for Alex for fall 1005. In Fall 1005, Alex NMRs again and the liege orders are used for each of his units. Alex is thereupon removed from the game and no replacement is found. In Spring 1006, the King of Bulgaria issues liege orders for the Fezian units. Those Spring 1006 liege orders fail because there is no player ruling Fez.

5 - Winning the Game
Based on their titles, each player is awarded points.

    5.1 - Ending the Game - The game can end at any point with every surviving independent nation getting a veto (i.e. a count under a duke would not have veto power). The game may also be called early (but with at least a 2-year delay) by the GM.

    5.2 - Winning the Game - If at the conclusion of any fall turn one player owns more than half of the SCs on the map (41/81) the game ends with a solo. If a draw is called or the GM ends the game, those players who have more than the half of the total earned points are included in the draw. Eliminated players points do not count towards this total.
      For example, if at the end of the game Dublin has 10 points, Paris has 10 points, Roskilde has 8 points, Chania has 6 points, and Hamburg as 15 points but is eliminated, the winners of the game would be: Dublin and Paris (for having 20 points total out of 34)
      In another example, if at the end of the game Dublin has 25 points, Paris has 10 points, Roskilde has 10 points, and Chania has 5 points, the only winner would be Dublin (for having 25 points out of 50)

    5.3 - Winning Points - Point totals are always public. Each player, at the end of the each year, gets 1 points per owned SC, 1 point for being a count, 2 points for being a duke, 4 points for being a king, and 8 points for being an emperor, and the Pope of each religion gets 0.5 points per player who voted in that religion's election.

    5.4 - Fading Echoes - Each year’s impact on the current point totals slowly decrease over the course of the game. The value of points earned in 1001 is multiplied by 0.9 in 1002, 0.8 in 1003, 0.7 in 1004 etc.
      For example, if it is 1005 and Venice earned 3 points in 1001, 6 points in 1002, and 10 points in 1003, 1004, and 1005, their current point score would be 33 (10 + 9 + 8 + 4.2 + 1.8).



Interested Players
1. ashbrook24
2. diophantus22
3. Wobbly
4. ambiguous eskimo
5. Hammerhead1822
6. Con-pope
7. Essence3333
8. Wollebay
9. StarkAdder
10. Bindlestiff
11. Don Juan of Austria
12. Joadh
13. Strategus
14. Caladin
15. Superwerty
16. waddlydoodle
17.
18.
+
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Re: Diplomacy for Dukes & Popes II: Seeking Players!

Postby Andyroo43204 » 16 Aug 2019, 21:57

Interested!
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Re: Diplomacy for Dukes & Popes II: Seeking Players!

Postby diophantus22 » 16 Aug 2019, 22:02

I'm in again
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Re: Diplomacy for Dukes & Popes II: Seeking Players!

Postby Aeschines » 16 Aug 2019, 22:02

ashbrook24 wrote:Interested!


Excellent! Glad to have you back for another forum game!
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Re: Diplomacy for Dukes & Popes II: Seeking Players!

Postby Counsel0r » 16 Aug 2019, 22:12

I’ll play!
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Re: Diplomacy for Dukes & Popes II: Seeking Players!

Postby ambiguous eskimo » 16 Aug 2019, 22:19

I’m interested in giving it a go!
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Re: Diplomacy for Dukes & Popes II: Seeking Players!

Postby Hammerhead1822 » 16 Aug 2019, 22:23

I'm in as well!
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Re: Diplomacy for Dukes & Popes II: Seeking Players!

Postby Con-pope » 16 Aug 2019, 22:32

Hype train choo-choo (Joining)
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Re: Diplomacy for Dukes & Popes II: Seeking Players!

Postby Essence3333 » 16 Aug 2019, 22:41

I feel like this should be labeled as DFDP IV, not II. I'm more than interested in joining again though.
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Re: Diplomacy for Dukes & Popes II: Seeking Players!

Postby Aeschines » 16 Aug 2019, 23:04

Con-pope wrote:Hype train choo-choo (Joining)


THE TRAAAAAIN! I love it.


Essence3333 wrote:I feel like this should be labeled as DFDP IV, not II. I'm more than interested in joining again though.

And you're right! But like the regnal numbers of the English/Scottish crowns, it's #2 on this site (to make it findable in the archives).
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