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The Game of Diplomacyby Richard Sharp13
VARIANTS
Diplomacy players were quick to realize an important truth about their
game: it is not so much a game as an idea,
of which the familiar seven-country version is merely one interpretation.
The same rules can be applied to entirely different scenarios; alternatively,
the scenario can be retained and the rules modified. Literally hundreds of
variants have been designed, nearly all of them invented by postal players for
postal play. Some have been excellent, many completely unplayable. None has ever
been marketed. To play these games, it is simply necessary to pay a few pence
for the rules, usually with a mimeo-printed map. In
this chapter, I want to take a look at some of the more enduring or otherwise
remarkable variants. The amount of enthusiasm and ingenuity lavished on them by
their designers deserves recognition, even if the resulting game is not always a
success. My own impression is that most variants simply serve to show how well
designed the original is; but it is not impossible that one of these impromptu
creations may yet excel the source game. ABERRATION A nine-man game designed by Rod Walker, played on an expanded version of
the normal board with Spain and Sweden the extra players. (Both countries are
subdivided to form extra provinces, as are neighbouring areas.) The main
interest of the game however lies in the use of some of the more exotic special
rules, and of ‘combat factors’ The
Spring Raid is used: by this rule, a unit entering a supply centre
in the spring season cancels previous ownership of that centre, though new
occupation is not decided until the autumn, as usual. For instance, Germany
moves in the spring to Belgium, hitherto owned by France. France loses the
centre immediately. If a German unit remains there in the autumn the centre
becomes German, but if it is left vacant it becomes neutral. The version of the
rule used in Aberration allows the current owner to authorize occupation. This
is an excellent example of the sort of unthinking rule-making that spoils many
variants: clearly, under this legislation, any country which is leaving one of
its centres at risk should always give
permission for the enemy to occupy it! If he doesn’t, no harm is done; if he
does, the Spring Raid rule has simply been nullified, and the situation is
exactly as it would be under normal rules. Another ‘classic’ variant rule used in Aberration is the Key
Rule, which like the Key Lepanto opening takes its name from Jeff Key, a
Texan player, rather than from its ability to unlock jammed positions. By this
rule, a unit which is ordered to move but fails may be dislodged by an unsupported
attack from another country. This is undeniably a useful rule, allowing some
stalemate lines to be broken. The Aberration version also suspends the ‘beleaguered
garrrison’ rule: thus if Austria orders A(Tyr) S A(Tri)—Ven, France A(Pie) S
A(Tus)—Ven and Italy A(Ven)—Rom, A(Nap)—Rom, the Italian
A(Ven) is dislodged because of its unsuccessful attempt to move; had this unit
been ordered to stand it would have held its position as under the normal rules.
This part of the rule is clearly illogical — it should be impossible for a
country to be forced to retreat from a province which remains vacant as a result
of the action! The third unusual rule found in Aberration is the Aberration Convoy, which adds some interesting and not unreasonable
conditions to the convoying rules. If the fleet is annihilated, the army also
goes... but the logical extension of this, whereby the army would also accompany
a retreating fleet and be free to
disembark from its new position, is not used. An excellent modification to the
‘convoy chain’ conditions states that if the army’s order differs from
that given by the last fleet in the chain, the fleet’s orders prevail. Thus if
Italy offers to convoy an Austrian army from Trieste to Spain via F(ADS), F(IOS),
F(TYS)and F(GOL)he can in fact double-cross Austria by landing the army in some
such out-of-the-way spot as Piedmont or Tuscany. Once again, though, the rule is
badly expressed: a simple rewording to the effect that once the army boards the
foreign fleet its destination is entirely in the hands of the fleet’s owner
would remove ambiguities. Thus in the example given the Austrian order A(Tri)—Spa
would imply a boarding of Italian F(ADS), and Italy could then dump the army
anywhere he happened to be able to reach. This idea was developed in one of the
Mercator variants. The only unique Aberration rule is the combat factor: every new unit has
an initial c.f. of ten, and every existing unit is boosted to ten during winter
adjustments. During the spring and autumn seasons a unit involved in a successful
action against enemy forces loses one; one involved in a stand-off loses three;
and one forced to retreat loses five. A unit forced to retreat twice in one year
thus achieves a c.f. of 0, and is automatically annihilated. A most interesting
idea, but its concomitant problems (difficulty of recording the strength of each
unit, high probability of error) have no doubt contributed to the unpopularity
of this cleverly but carelessly designed variant. ABSTRACTION This is the expert’s variant, considered by some good judges to be the
one example of a variant which has improved on the original game. The
variant uses the same seven players as the normal game, but with the playing
area extended eastwards as far as Persia, and with many new provinces added to
the familiar areas. England for instance has an extra supply centre in Plymouth
(surely it should be Bristol ?), France has Lyons, Germany Dresden, and so on;
Spain is divided into four provinces, and Switzerland and some islands become
passable. It is widely believed that these changes increase the strength of
Italy — the one universally agreed weakness of the normal scenario — without
causing any corresponding imbalance elsewhere. I cannot confirm or deny this,
but will simply say that it is quite possible. Abstraction was designed by Fred
Davis, one of the few really conscientious and careful variant designers, and
has been very popular. One
notable innovation is the time limit: the game begins in July 1914 and proceeds
on a one-month-a-season schedule until the automatic end following the
December 1918 moves. To win, it is necessary to have the largest number of units
on the board after December 1918, or to reach twenty-three units at any previous
time (there are forty-six supply centres on this map). Another
curiosity is the frozen regions rule, by which fleets in the Arctic Ocean, Barents
Sea, Archangel, Iceland or Lapland are frozen in from January until April. These
areas are completely closed to any kind of fleet action during those months,
though frozen land areas remain open to some types of army action. An
extraordinary idea is the ‘exchange’ of provinces, where two countries may
agree to swap provinces they occupy, without military action, subject to a few
restrictions. But
the outstanding invention in Abstraction is the Abstraction
convoy, which has since been adapted for many other variants. The crossing
of a single sea-space may be managed in the usual way (now referred to as the
‘fast ferry’), but longer convoys are by the ‘piggy-back’ method, a
three-stage operation: the army boards the fleet, then the army-fleet moves as a
single unit, then the army disembarks. It must be admitted that this drastic
innovation caused time problems which were not suitably covered in the
original version. For instance, suppose England ordered A(Lpl) boards F(IRS), A/F(IRS)—ENG
S by F(MAO), A(ENG) disembarks Bre, and France orders F(ENG) stands, the
only legal retreat for F(ENG) being to Brest. In theory the disembarkation is
part of the move, and thus precedes
and prevents the retreat ... but what was the French fleet doing between being
dislodged and retreating? I know that when I first encountered this convoy rule
I was constantly having to ask the GM what would happen in certain given
situations, and quite often he was unable to tell me. In my opinion it was not
until the modifications made for one of the early Mercator variants that the
piggy-back convoy became entirely fool-proof and logical. The
convoy rule entailed both advantages and disadvantages. It increased the range
of surprise attacks: thus, in the context of the familiar board, England might
order A(Lpl) boards F(NAO), A/F(NAO)—MAO, A(MAO) disembarks Spa. On the
other hand it was limited to two sea-spaces at a time, and international
co-operation was hindered by the impossibility of convoying another
country’s army across more than one sea-space, army-fleets of dual nationality
creating problems that the original design did not attempt to solve — they
were merely prohibited. In
Abstraction, there was also a ‘rations’ clause, whereby an army-fleet could
only remain intact for a limited period before the army exhausted its rations
and ‘died’, presumably of scurvy. This was a typical example of the sort of
rule-making that helps to over-complicate some variants. It seemed a good idea
at the time, no doubt, but in fact it plays virtually no significant part in the
game. ALLAH
AKBAR An early
example of the ‘monster’ variant, this was an eleven-player game set in the
eastern Mediterranean area. It was designed by John Robertson, a prolific
inventor of unplayable variants, and was possibly the first to use a
‘single-man’ unit with no combat strength, in this case ‘Saladin’. ATLANTICA One of the
most popular of all variants, again designed by Fred Davis, and many times
revised. The game begins in 1870, but history has been slightly bent to permit
the survival of the Confederate States of America, which is represented by one
of the seven players, the other countries being Canada, USA, England, France,
Germany and Italy. The playing area stretches from. the Mississippi in the west
to the Russian frontier in the east, so that the board is essentially in two
parts, separated by the Atlantic. The frozen-regions and piggy-back convoy rules
reappear. One idea we have not previously encountered is the off-board
box: two notional spaces, named for the Panama and Suez canals, allow
passage from the Caribbean area to the eastern Mediterranean, and vice versa.
This idea worked well enough in Atlantica, though it caused problems in more
complex variants such as Youngstown. The original Atlantica also had a ‘lost
province’ of Atlantis, the location of which was decided by the GM by
die-roll! This somewhat elaborate way of introducing a single extra supply
centre disappeared from later versions of the game. Atlantica is an enjoyable
game, but not too well balanced, the central countries of each seaboard (USA and
France) being too weak; by common consent the Confederate States have the
strongest position, an odd slant on history. AUCTION
DIPLOMACY An ingenious method of accommodating twenty-two players on the normal
seven-man board, devised by David Wheeler (among whose many contributions to
the fringes of the hobby has been the controversial ‘Karma League’, whose
members are not allowed to break agreements made with other members !). This
game also introduced a cash element, players bidding real cash for control of
supply-centres and losing their ~investments’ when the centres themselves were
lost. It has been little played. BALKAN
WAR Another crowded effort from David Wheeler, similar to Auction Diplomacy
but without the cash element. It has occasionally been played. BLACK
HOLE One of the more successful ‘silly’ variants, in which after each
spring and autumn season a province drawn at random ‘ceases to exist’, along
with any unit unfortunate enough to be occupying it. The effect of a ‘black
hole’ on movement is exactly that of Switzerland on the normal board. This
creation of the Californian Randolph Bart always seemed to me a classic exercise
in futility with nothing but brevity to commend it; but several postal games
have been run. BOLSHEVIK A minor variant from Hartley Patterson, perhaps the most successful
British designer. Exactly as the regular game apart from the existence of an
eighth player, who, when he judges the time to be ripe, declares a Bolshevik
revolution in the country of his choice and takes over half its strength. A
useful way ofaccommodating eight players at a face-to-face meeting, though in
practice the Bolshevik may wait a long time and then make a very brief
appearance would that this had been the historical pattern! BOURSE A very popular game at present, Bourse is not a true variant but a
secondary game run simultaneously with an ordinary game, allowing zine readers
to enjoy some degree of participation in one of the games. Players speculate in
the currencies of the seven countries; the value of each fluctuates against the
dollar as the country’s fortunes rise or fall and enthusiasm for its currency
waxes or wanes accordingly. Bonuses are declared at the end of the game when
final supply-centre counts are known, and the winner of the Bourse is the player
with the most valuable holding at this stage. Diplomacy games with Bourse games
attached should certainly be regarded as variants (for rating purposes) if the
players in the Diplomacy game are allowed to join the Bourse, but this does not
seem to be the practice. CITIES
OF NOWHEN The famous spoof variant for forty-nine players designed by Steve
Doubleday under his pseudonym of Marcus Umney-Foote. Of interest only because it
proves that no variant is too idiotic
to attract some customers. CLINE
NINE-MAN DIPLOMACY A straightforward nine-man game which adds Persia and the Barbary States
to the usual seven players. The modifications to the normal board are sufficiently
slight to allow face-to-face play; in fact there seems little reason to prefer
this game to the normal one unless there is some special reason for wanting nine
players. CONFEWSHUN Another ‘silly’ variant which at least has the merit of humour —
it was invented by an American, David Staples, to liven up a dull games meeting
in West Fargo, North Dakota. The rules are simple: stir up the initial
twenty-two units in a bowl and dump them in the region of Silesia! When a unit
lands in a province on its own, it stays there; other units (and anomalies such
as fleets in land-locked provinces) are redumped. When everyone is reasonably
satisfied with the set-up the game begins, played to normal rules except that
building is allowed in any vacant
centre a player may own. Good fun for very late at night. DIPLOMYOPIA A hidden-movement game designed by Cohn Hemming of Manchester. Probably
the best of the hidden-movement variants (and certainly the best named). Each
unit’s range of vision depends on the type of action it is undertaking,
standing units having the best range. Like all hidden-movement variants,
Diplomyopia is tricky to organize, and likely to break down through GM failure. DOWNFALL In full, ‘The Downfall of the Lord of the Rings and the Return of the
King’, this is the most ‘realistic’ of the numerous variants based on
Tolkien’s epic. Devised by Hartley Patterson, a devoted Tolkien-addict, it is
certainly truer to the book than its predecessors, but not entirely satisfactory
as a game. To prevent the absurd alliances between incompatible interests that
occur in earlier versions, Downfall defines players as ‘good’ (Elves, Gondor,
Rohan, Gandalf), ‘evil’ (Sauron, Saruman) or ‘neutral’ (Dwarves, Umbar),
and prohibits overt alliances (i.e. support arrangements) between good and evil
powers. There are three special units: Gandalf, played by an independent player;
the Nazgul, played by Sauron initially, but later by any player wearing the
Ring; and the Rin~g itself, which has similar properties to those it enjoys in
other Tolkien variants (see Third Age) with
some additional realistic touches, notably that all Sauron’s units are
drastically decreased in strength if another player puts on the Ring. Victory
criteria are much as in other Tolkien variants. Two
concepts not previously encountered in this survey are fortresses and multiple
units. The game has seven normal and two Elvish fortresses, which add in effect
a single support to any unit trying to hold them. This is undeniably
‘realistic’, but adds to the general criticism of the game, that it is too
static. Multiple units are a regular feature of all Tolkien-based games: Sauron
has a triple army and several doubles, while Gondor and Saruman each have a
double. A multiple unit has its specified strength in attack or defence: thus a
triple army is the same in effect as a single army with two uncuttable supports.
The problem of cutting support given by multiples is solved here by the
draconian method of ruling that any attack, even by an inferior force, cuts all
the support being given. (For another solution, see Third
Age.) ESPIONAGE This little-known variant is mentioned here merely because I designed it
myself and still have a soft spot for it. It is a very elaborate hidden-movement
game, with spies which report the positions of other players’ units ... but
can be captured by ‘counter-spies’, and then fed with false information to
return to their controllers. There are also submarine flotillas for naval
espionage. The game requires an extraordinarily efficient and careful
games-master, an essential which has so far not been forthcoming! EXCALIBUR A colourful variant based on the invasions of Britain by the Germanic
tribes in the fifth century, well designed by Kenneth Clark, but perhaps lacking
the original ideas to make it attractive to players. FUTUR
WAR Included here as an Awful Warning, this was surely the worst variant
ever designed; if the name suggests that spelling was not the designer’s
strong point, nor was variant design. It was greeted with hysterical laughter
when it first appeared: the ‘whole world’ board includes such gems as a
supply-centre called ‘East Silesja’ in the middle of Arctic Russia, while
the whole thing was produced in such a rush that only sixty-six of the 203
provinces had any names at all. As a sample of the rules, it is sufficient to
note that neither Russia nor America could win without occupying a specified
number of Japanese supply centres ... but the atomic-warfare rules enabled other
countries to devastate Japan on the
opening turn, destroying so many of its centres that neither of these
‘great powers’ would ever be able to win! Futur
War is an admittedly extreme example of the mindless cobbling together of
half-formed ideas which is the great weakness of much variant design. It seems
barely credible, but is nevertheless true, that several people actually
volunteered to play this ludicrous abortion. GAME
OF THE CLANS Clan warfare is a natural subject for a Diplomacy variant, and the only
surprise about this one is that it should have been invented by a player with
the un-Caledonian name of Wayne Hoheisel. The obvious attraction of the clan
set-up is that a player’s forces are initially scattered, so that instead of a
solid power-block he has a handful of isolated bases, diplomacy being essential
for survival. There are nine players: England, plus the Clans Campbell, Fraser,
Gordon, Graham, Keith, MacDonald, MacLeod and Stewart (disappointingly, there is
no rule prohibiting alliances between Campbell and MacDonald). An
idea we have not encountered before, which has been used in one or two other
variants, is the ‘boat bunch’. This is a kind of non-combatant fleet, which
may be built, carried around and used for sea-crossing by an army, an ingenious
way of getting round the problems caused in catering for a largely land-based
power which needs to make very occasional water-crossings. The idea seems to
work quite well. HYPERSPACE
DIPLOMACY A minor variant with the ingenious idea of allowing two remote provinces
to be linked ‘through hyperspace’, whatever that may mean. Thus, say, Turkey
might find himself in the position of being able to move a fleet to the North
Atlantic in autumn 1901. The idea, if not the game, is worth preserving. INTIMATE
DIPLOMACY Though perhaps not the work of genius some once thought, this is
nevertheless the only intelligent attempt so far to produce an interesting
two-player game using the Diplomacy set. Steve Doubleday and Adrien Baird
devised it as a face-to-face game, but it briefly achieved a considerable
popularity in the postal hobby, two zines being devoted exclusively to it (these
were Steve Wyatt’s Orion and Greg
Hawes’s Betelgeuse, both now
defunct). The two players each take one country, the game varying considerably
depending on what countries are chosen Austria v.
Italy is a very fast automatic win for Italy, while England v. Turkey is a protracted struggle. Players then write down, and
expose simultaneously, ‘bids’ for the other five ‘mercenary’ countries;
a successful bid secures control of that country’s units for the forthcoming
season, while equal bids result in their standing unordered. Each country begins
the game with a notional amount of capital, varying according to the assumed
strength of the country, and this is supplemented by income based on the number
of supply-centres controlled; these are the funds used for the bidding. The
winner is the first player to get one of his own units into one of his
opponent’s home centres. The same idea can be extended to other scenarios,
such as the Atlantica map; while a three-handed version called ‘Tadek
Diplomacy’ (after the inventor, Tadek Jarski) has also proved playable. JIHAD A horrible ‘monster’ created by Dick Vedder, with a wealth of
special rules including optional hidden movement and a delightful provision that
if Mecca is captured by a non-Arab power all Arab units anywhere on the board
must at once start retreating towards Mecca, even if they have no hope of
reaching it. Good for a laugh, but appallingly complex to gamesmaster, though it
has been done. MERCATOR The monster to end all monsters, and one of the best and most popular
variants. This thirteen-player extravaganza was the brainchild of Doug
Wakefield, then of Cheadle Hulme, now living in France. I took part in the
original play-test, which was held at one of the famous ScotDipCons, when for
one weekend each autumn a small semi-detached house in Rhu, Dumbartonshire, used
to burst at the seams with games players from all over Britain. Doug made the
trip north with the giant Mercator board strapped to the roof of his car. I
approached the whole thing with extreme scepticism, but was won over by the
excellent design and the unexpected possibilities of interaction between very
distant countries (one memory that stands out is the rearguard action fought by
France from an exile empire in Kansas, the French homeland having been
over-run by an improbable alliance of Argentina and China!). This was certainly
the best face-to-face variant game I have ever played in. Mercator
has since been modified several times by its indefatigable inventor, not
because there was anything wrong with the original version, but because Doug
enjoys modifying it. Among other things, it uses a rationalized version of the
old Abstraction Convoy, which recognizes the existence of the three time-phases
needed to make it work logically. A slightly simplified version is described
under the Vain Rats entry. One
rule which caused Doug and myself much hilarity — we dreamed it up over lunch
one day in a London pub — allows for joint army-fleets. I had often bewailed
the fact that no existing version of the Abstraction Convoy allowed for two
countries to combine to produce an A/F. But, after all, why not? It was a simple
matter to arrange: the fleet-owner would control the army while it remained on
board. This led to the idea of allowing the fleet to ‘dump’ the army in the
Antarctic, where it would duly freeze to death unless rescued. The dumping rule
has been little used, surprisingly, but the existence of bi-national A/Fs has
been welcomed. In
most of its forms Mercator is a thirteen-man variant for the seven regular
countries plus USA, Argentina, Brazil, China, India and Japan, using a
‘cylindrical’ whole-world board; the huge dimensions of the game make an
outright win an extremely slow business, and joint victories have to be allowed
a pity, but necessary. MOBTOWN An unusual variant by Nick Morris which is played on a board
representing an American city, complete with subways, where seven gangs fight
for control of the boot-legging business; a special rule allows for the drowning
of captured rival gang-leaders in ‘cement overcoats’. MORDOR
VERSUS THE WORLD This ridiculously named variant was one of the earliest Tolkien
treatments, and was designed by Don Miller. It has fortresses and the usual
multiple armies, as well as a powerful Nazgul operated by Mordor which has
considerably extended movement range, though once it has used this it has to
return home to ‘top up’ before regaining its full powers. The Ring, which
functions much as in Third Age, here
starts the game in a known location, the Shire, but subsequently becomes
invisible — a praiseworthy if unsuccessful attempt to reproduce the conditions
of the epic. One
novelty used in this game is the ‘defensive army’, a unit which requires no
supply centre to sustain it and has exactly the powers of an ordinary army
except that it may not move or support outside the bounds of its own home
country. This
variant is open to the same criticisms as Third Age about the inconsistency
ofthe map and nomenclature, which apply here with even greater force. It is
surprisingly unsatisfactory to play, and has now been almost entirely supplanted
by Third Age and Downfall. MULTIPLICITY An excellent variant of classic simplicity designed by Richard
Walkerdine of Weybridge, Surrey. The normal board is used, the only difference
from the standard game being the ability to form multiple units: single armies
may ‘merge’ into multiples, multiples ‘split’ into smaller multiples or
singles. The rules are completely clear, simple and unambiguous, and the game
plays very well. STAB! A simplified version of the old Diplomyopia
produced by Andy Evans of Swansea; this is a hidden-movement game in which
only moves resulting in conflict are made public. The designer’s avowed
intention was to produce a really easy hidden-movement variant that would not
cause too many GM headaches, and he appears to have succeeded, the game enjoying
considerable popularity. THIRD
AGE The most-played of the Tolkien variants, an extensive revision by Brian
Libby of the earlier Mordor versus the
World. It exists in two versions, the later Third Age II being a not very
radical revision by Duncan Morris and myself to correct some of the worst faults
in the map and some of the odder rule anomalies. Third
Age is a six-player game: Mordor, Eriador, Rohan, Rhovanion, Gondor and Umbar.
Multiple units are used; in addition each country has one unit designated as a
‘Ringbearer’, which must be carefully preserved. There
are some special units: Gondor has a garrison in Minas Tirith which defends the
city against attack and adds its strength to that of any Gondor unit occupying
the city. This garrison was the subject of one essential rule revision: in Third
Age I, Gondor could keep the garrison alive indefinitely by giving permission
for foreign units to enter the city; when this permission was given the garrison
could not be destroyed, so reoccupied Minas Tirith for Gondor as soon as the
enemy unit moved out. In Third Age II both countries must agree to the peaceful
occupation, otherwise the garrison is destroyed. Another change allowed the partial cutting of multiple supports by attack from lesser units, a
logical proviso. Elvish
units garrison the provinces of Lorien and Rivendell. These units cannot move
and are in effect identical with fortresses except that they are destroyed once
the provinces are occupied. They have double strength against Mordor. The
Ring is a vital extra piece. It is ‘invisible’, and is initially hidden by
the GM at a randomly chosen location within the western part of the board (where
Mordor cannot easily reach it). Any unit may transport the Ring, but only the
designated Ringbearers can wear it, and only at considerable risk. It takes one
turn to put the Ring on, and for the following turn the wearer becomes a triple
army (or quadruple in combat against Mordor). He must now sacrifice another turn
to take off the Ring again; if he is unable or unwilling to do so he falls into
its power and can never remove it, becoming in effect a second Mordor. There
are four different victory criteria. Mordor can win simply by capturing the
Ring with his triple army; and any country can win by occupying all
the supply-centres on the board, an achievement which is likely to be beyond
the reach of any player but Mordor, though possibly another player could achieve
it by wearing the Ring permanently (in which case this is the only way he can win). If the Mordor triple army is destroyed, and no
country has become stuck wearing the Ring, the game ends in a victory for the
largest of the other countries. Finally, and least likely to be managed, a
country may win by destroying the Ring, which means putting it on in a province
adjacent to Barad-Dur (a hazardous undertaking!) and successfully entering
Barad-Dur on the following turn. Third
Age has been much criticized for its map and province names (one of the players,
Eriador, is stuck with the name of a country which had been unknown for
centuries at the time these events are supposed to take place). Certainly it is
less true to the book than, say, Downfall. But it does at least play reasonably
well; though Mordor wins most games it has been shown that a really effective
combining by the others can prevent this melancholy outcome. TWIN EARTH A curiosity the seven players play on two boards simultaneously, each
taking the same country on each board. Centres gained on one board can be built
for on the other, and so on. Every centre is connected not only to the usual
centres on the same board but to the identical centre on the other board. An
ingenious way of making a fairly difficult game virtually impossible. VAIN RATS An incautious suggestion of my own, which was surprisingly taken up with
some enthusiasm by readers of Dolchstoss. Each
country has one ‘secret weapon’ in the shape of an optional rule which is
not disclosed until it is actually brought into play. In the original version
the seven rules were: defensive armies (see Mordor versus the World); Spring Raid (see Abstraction); Key Rule (see Abstraction);
garrisoning, whereby a country may give up a build to construct a garrison,
equal in strength to two armies but unable to undertake any action outside the
centre in which it is built; foreign build, whereby a country may build in any
vacant foreign centre it owns; the Mulitiplicity
merge and split rules ; and a version of the Abstraction Convoy, reproduced
here because I believe it to be the simplest and most logical version so far of
that complex rule. The
convoy procedure is as follows. There is a pre-movement phase, in which armies
may embark on or land from fleets — neither action can be supported, and in
fact neither can be stopped (provided landings are made in unoccupied provinces
!). In the movement season proper armies may again be disembarked, and this time
the fleet component may support the army’s landing as its own main move, this
support being subject to all normal rules about cutting, etc. Also, during this
period, army-fleets in being may move as normal fleets do, except that they may
not enter land provinces. The army adds nothing to the strength of a fleet. In
the post-movement season, armies may again disembark, unopposed, in any vacant
land province. If an army boards a fleet which then comes under attack and is
dislodged, the army naturally retreats with the fleet (the original rule was
that the boarding failed, quite illogically as it should have been completed
before the attacking fleet appeared over the horizon !), and if the fleet is
forced to retreat to a land space it and the army are both destroyed. Note that
the post-movement season takes place atier
the retreats, as is only logical — this solves the problem mentioned under
Abstraction concerning the army trying
to disembark in the only available retreat province of the fleet it has just
dislodged. The revised version of Vain Rats seems likely to be much more complex,
with some typically unnerving contributions from the devious brain of Doug
Wakefield. YOUNGSTOWN The ten-player Youngstown Variant was formerly the most played of the
‘big’ variants, but has recently been eclipsed by Mercator. Designed by Rod
Walker, it is named after the American town where it was first played. It
includes China, India and Japan in addition to the usual seven players; special
features include off-board boxes (the use of which has caused games-masters some
headaches) and three ‘colonial’ fleets — an English one at Johore, a
French one at Saigon and an Italian one at Mogadishu — to enable countries
which might otherwise be uninvolved in some areas of the board to have a stake
there. Many
games of Youngstown have been played — there was one extreme case in which ten
players started a postal tournament of ten simultaneous Youngstown games, each
of them playing each country once, but I do not know what happened to this
unlikely experiment. The trouble seems to be that few of these games have led to
an outright win: Youngstown is definitely a ‘drawish’ variant. China is
massively strong, and a very frequent result has been a draw between China and
one or more of the European countries. In Britain, at any rate, the consensus
now seems to be that Youngstown is a bore, and its day seems to be over. The above catalogue of variants is only a small sample of the huge range available. There are many for which I have never had the rules; in one case — the monstrous Paratime variant — I tore them up in disgust. There are others whose rules are couched in a sort of inter-galactic jargon which renders them entirely incomprehensible to anyone not familiar with space fantasy. Some are merely boring, adding nothing but spurious variety to the normal game; some are too original, such as the dreaded Hypereconomic Diplomacy which would need a book the length of this one to explain it; some are devised by mad Americans who threaten legal proceedings against anyone who so much as mentions them. Perhaps one good one appears each year. usually the work of Fred Davis, Hartley Patterson or Doug Wakefield, though others have had isolated triumphs. Readers interested in further research into this wide field should be able to obtain information from the UK Variant Bank, the location of which at the time of going to press will be given among the ‘useful addresses’. |