This file contains variants C-D
Back to the Introduction
Back to the previous file variants A-B
On to the next file variants E-G
or jump to a specific letter [ A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | 1]


CANNIBALISM (Jeremy Maiden)

Rules originally published in He's Dead, Jim! Volume III: XV.

(1) Robert Sacks in Lord of Hosts 10, July 1976. A group of people are stranded on a desert island which can support only one person, so during the game they kill and eat each other until the winner is left. Three moves out of six are at night, and therefore secret, and there are rules governing a secret knife and secret caves, combat, food value and division of spoils. It should be highly amusing, especially as stabs are rather final!

(2) Mark Nelson, Beowulf 18 (September 1989).

A wacky idea with great press possibilities. Seven players are marooned on a desert island which will only support one player. Food is provided by the one coconut tree, or by eating the other players... Players who don't eat DIE! So the players go around ganging up on each other and eating the losers until only one player remains.

CATSPAW (Ron Melton, Mike Ritter and Kevin Rowland)

(1) Robert Sacks in Lord of Hosts 2, December 1974.

Take any game of Diplomacy or any variant where you don't have enough players. Allow each player (including those eliminated) to write extra orders proportional to the number of centers they need to win for the unordered units, with repeated orders allowed and invalid orders forbidden; each unit follows its most popular order. Each player may write exactly one extra build order; retreats and removals for the unordered countries are handled in the same manner as NMR would be. Try it next time you're short of players.

CHAOS II (Michel Ferion) ??/34

(1) All of us have our dark secrets. Yes, I was the man who introduced Martin Lewis to Chaos II. I was in temporary charge of the Variant Bank between rescuing it from Geoff Kemp and handing it on to Steve Doubleday. Martin asked if I knew any interesting variants, and I told him about this one reasoning that if any zine could get 34 players for a game _Vienna_ could. The rest, as they say, is history. For the uninitiated, this game starts each player off with one supply centre (and hence one unit) on the regular board. There is also provision for nominating home supply centres and joint wins.

(2) MARK NELSON (28/1/93)

Played on the regular diplomacy board. Each of the 34 players starts with one unit occupying one of the 34 centres. In the first season players elect what unit type they wish. Some people don't have much choice (A(Ser)!), others do, it is traditional for Tun to build A(Tun). There are extra rules detailing which centers you can build in as the game progresses.

Has been played postally, via email and even face-to-face. The largest (in terms of the number of players) diplomacy variant to have been played to completion and, possible, the most playable large variant.

The rules can be downloaded from a Judge.

CHINESE (Tom A. McCloud)

Rules originally published in Speculum 24.

(1) Robert Sacks in Lord of Hosts 8, December 1975.

There are six powers and three random Chinese factions. Three staging areas with unlimited stacking for the powers --- Siberia for Russia, Indo-China and the Pacific for the other five. Annual moves --- no seasons. Imperials disappear in 1911; Kuomintang have one army for every three years 1911 to 1928 and adjust for supply centers thereafter; Communists have ten armies every thirteen years starting 1927. Chinese builds are random, but they annihilate units in the build centers. It costs to bring in and maintain armies (there are no fleets) and to have units annihilated; revenue comes from supply centers and should a power go too deeply in debt the player is deposed and replaced.

CITIES IN FLIGHT I (Thomas Galloway) sb01/03-07

(1) Steve Agar and James Nelson in Spring Offensive 19, January 1994.

This variant is based on the Spindizzy novels by James Blish and is fought on map containing 21 planetary systems which contain between one and eight planets. Some planets are regular supply centres, others can only support half a unit. Movement between planetary systems is made by way of an interstellar flight order, this move must specify the date of arrival and may be of any distance, taking a single move to go to an adjacent planetary system, two moves for one two systems away, etc. Once a unit is in interstellar flight its order cannot be changed. There are two versions of this game both for between three and seven players: in the first all players start in the Sol system, in others the players start in their own planetary systems.

COMPILER'S NOTE: There are two different variants called CITIES IN FLIGHT III Mark Nelson 11th January 94.

CITIES IN FLIGHT III (Thomas Galloway) sb02/nn

(1) Steve Agar and James Nelson in Spring Offensive 19 (January 1994).

Whilst the basic game mechanics remain the same as Cities in Flight I, this version can accommodate an unlimited number of players and seeks to combine the elements of a Diplomacy variant with a fully fledged roleplaying game. Initially players must bid for ships of three types and then equip them with labourers and food. The number of labourers a player has determines the number of specialists and genii a player has. These different classifications of people must be fed or they starve and also have a productive life span, although they can reproduce (with the exception of genii who can be kept alive through life enhancing drugs). The players then have to bid for contracts which will be for a set time and require a set number of labourers, specialists etc. One player controls the Police forces and if the laws are not obeyed (these may be changed during the course of the game) then the Police can try and enforce the law, with or without the help of the other players who may (or may not) be rewarded for their public spirit. This variant has a lot of potential for being developed into a campaign style management game, although the rules are not yet polished.

CITIES IN FLIGHT III (Jeremy Maiden)

Rules originally published in He's Dead, Jim! Volume III: XVIII.

(1) Robert Sacks in Lord of Hosts 10, July 1976.

A monstrosity. Perhaps playable? I suspect a game would go on forever except that every space (or planet) the Oakies visited would become depleted pretty rapidly, and (unless there is a conversion rate between raw materials and currency that is missing) without any benefit, so that without a constant introduction of new planets the game will mercifully run down. Perhaps, with much work, a semi-decent space wargame might be developed along these lines.

CITY STATE (Hartley Patterson) ??/07

(1) GORDON McDONALD in AC-MONG 40 (August 1991)

Is situated in Italy in the 1300's with the powers being Venice, Genoa, Milan, Mantua, Florence, Pope and Emperor (the Holy one). A simple version of Machiavelli. This is apparently the second version of the game, the original one including France and having Naples instead of Mantua; I suppose the idea being to prevent a bottle-neck further down the peninsula.

Venice and Genoa being trading partners have double supply centres which are reduced to a single one if a line of supply cannot be traced to the southern end of the board. These with Naples and Pisa are the only ports for the purpose of fleet building. As in Machiavelli cities within provinces are separate from the provinces themselves and a unit `behind the walls' controls the supply centre of that province but not the province itself, although, if the province falls vacant than that unit can re-occupy the province. A unit `behind the walls' for two successive seasons is disbanded - starvation having eliminated it. A fleet may only be `behind the walls' in a port. Indeed units `behind the walls' cannot support attacks or be supported, but friendly units can be ordered to raise the siege --which means if their attack succeeds they do not move into that province but rather the unit `behind the walls' can move out.

Other characteristics of the game include double armies for the Emperor at the start but only being able to build single armies for every two centres gained and losing all his double armies means elimination from the game. There are also boxes for movement with 18 centres for victory. A nice map and looks good!

CLINE-9 MAN (R.Cline et al)

(1) JAMES NELSON in SPRINGY 45 (February 1991).

This is a series of games which adds two powers, the Barbary States and Persia to the southern end of the board and a few additional provinces, including the Volga Canal (which is hardly ever used). There are currently at least eight versions, of which V and VII are the best.

CLINE 9-MAN V (Bob Cline, Fred C. Davis Jnr and Andrew Poole)

(1) Mark Nelson in Beowulf 18, September 1989.

In an attempt to round off the regular game two players are added in the south: the Barbary States in the south-west and Persia in the south-east. Off-board boxes enable players to move around the bottom of the map. A number of map changes are made to incorporate these new powers and to get rid of some of the problems in the regular map. One of the most popular variants designed having seen 8 revisions in over twenty years and countless games.

COLONIA (Fred Hyatt)

(1) Robert Sacks in Lord of Hosts 2, December 1974.

Eight powers (Netherlands, Portugal and Spain instead of Italy and Germany) on a cylindrical map of the world. For the colonizing powers, half of the `home' supply centers are `colonial' centers which serve as `home' centers for whoever controls them. There are two special centers which if taken can be used as `home' centers by Russia, one of which can also be so used by the Ottoman Empire. There are also four centers in the Pacific which are `impassable' to armies. No special rules. The only questions are size (50 centers needed for victory) and possible problems with the map. This variant looks good.

COLONIA VI (Fred Hyatt) ??/09

(1) BOB OLSEN in MOD

This is a global variant which has a truly massive map. It is very much in the tradition of monster variants (such as Youngstown) that were popular in the early years of postal diplomacy. A unique aspect of Colonia VI is that each power begins the game with overseas colonies which can serve as building centers for whichever power controls them.

COLONIAL (Glen Reed & Peter Bergren)

(1) Robert Sacks in Lord of Hosts 1, November 1974.

An abstract map/game, which is not very well done. Seven powers with varying victory conditions (which is the most noticeable thing in its favor). Two types of supply center (permanent and colonial) with rules for conversion. Army/Fleets are used in lieu of convoys and there is a special type of `transport fleet' which are built in addition to, not instead of, armies and ordinary fleets. There are off-board boxes and optional coastal-crawl provinces and canaled provinces. Not particularly recommended, although it shows promises of becoming worthwhile after play-testing.

COLUMBUS (unknown)

(1) James Nelson in Variants & Uncles...NOT! 1 (January 1993)

This is still in an experimental stage and is a hybrid of 1492 and Conquest of the New World III (qv). The layout of the provinces in the New World is known but not their type, e.g. sea, land, centre, non-centre etc, which is determined at random (urgh!) The players' home centres are in the old World and are garrisoned, thus making it possible for conflict in the old as well as New World.

COMBAT for HEGEMONY IN EUROPE (unknown)??/07

(1) MIGUEL LAMBOTTE in SOL 2 (October 1990)

Europe in 1814, with provinces in revolt, the possibility to create minor powers and aims which are either hegemonic or neutral. The rules for "Hegemony in Europe" are required.

COMPLOT (Evan Jones)

Rules originally published in Carn Dum 9, 10 & 12.

(1) Robert Sacks in Lord of Hosts 4, March 1975.

Very complicated. Step reduction by thirds, irreplaceable fleets, minor powers' bourse and revolts, four seasons a year, movement factors, fortifications, stacking rules, economic victory conditions, optional combat, battle plan matrix, troop quality chart, combat takes place in a space, no supports, weak fleets, separate builds and maintenance charts, complex control rules, blockades and complex supply calculations. I'd sooner play a wargame --- something simple like Strategy One.

THE CONQUERORS (Lew Pulsipher) ??/04

(1) GORDON McDONALD (?) in Ac-Mon ?? (?)

The historical background for this game has been twisted in order that the game should be more playable. The four powers are Carthage, Macedon, Persia and Rome. The eastern part of the map depicts the situation prior to the battle of Issus, 334BC, when Alexander defeated the Persians, while the Western part is based on the situation just prior to the First Punic War, 264BC. This probably explains why the year 300BC has been chosen as the gamestart, being between the two dates already mentioned.

There are 29 supply centres, with a victory criterion of 13 units on the board, deviating from standard victory criterion; this is an attempt to force players to consider the whole board when forming strategies rather than just their own segment which can occur in many games. Thus it is hoped that it is less likely that two 1 against 1 conflicts will occur.

Another deviation from history is the strength of the individual forces, all having two armies and two fleets each, this combined with the fact that it is a four player game makes it more a game of tactics than strategy.

The map, of fairly good quality, takes in North Africa, most of mainland Europe and the eastern part of the Middle East. It avoids the clutter and imposed geographical restrictions that are apparent in many of the Diadochi variants. On first inspection one may get the impression that, as in Diadochi V, Carthage and Rome are likely to become mortal enemies. Yet, this may not be the case as a pact between Persia and Macedon may prove too much to ignore; indeed these two powers have as much chance of conflict as the other two.

The rules are simplicity itself, the only addition to the regular rules being unit placement, the year start, the map and the victory criterion. If one was looking for an easy to play historical variant, with limited diplomacy and without having to wait ages for a waiting list to fill, this game could fit the bill, thus overcoming many of the problems variant players face.

CONQUEST OF THE NEW WORLD II (Fred C. Davis Jnr)

(1) STEVE AGAR in ??? circa September 1980

A revision of Lew Pulsipher's COTNW I. There are five European powers (England, France, Holland, Spain and Portugal) whose units are initially Off-The-Board and proceed to colonize the New World. Each power may use one of its newly established colonies as a home sc. The revision introduces more SCs, two Indian defensive armies and a few other change chances and clarifications. An interesting game which is similar in some ways to Excalibur.

CONQUEST OF THE NEW WORLD III (wc03/02-05)

(1) James Nelson in Variants & Uncles...NOT! 1 (January 1993)

This variant is similar to 1492 in that conflict does not occur in the Old World but at this the similarities end. The New World is known in that players have a map of it prior to starting. Each power starts with units in off-board boxes, where conflict cannot occur, and these move onto the board in conventional fashion. The off-board centres gradually decrease but to compensate powers are allowed to build in certain owned New World centres (e.g. England in Nova Scotia or Virginia).

CORNER DIPLOMACY (Eric Brosius) rb61/07

Rules originally published in Bushwacker 207, April 1989

(1) MARK NELSON (1/8/92)

This is a minor-map change variant. Where three areas on the regular map meet, the junction is called a corner and a new province is created there. These new provinces never speed up movement between regular areas, and units in corner positions have fewer movement options than in regular areas. Their only conceivable use is either towards the end of the game when they *might* be used to attack stalemate lines or in giving units an extra province to retreat to. I can see no reason why anyone in their right mind would want to either run this or play in it.

COURIER (Jeremy Maiden)

Rules originally Published in He's Dead, Jim! Volume III: XVIII.

(1) Robert Sacks in Lord of Hosts 10, July 1976.

An extraordinary variant, even if he doesn't like it himself. Instead of an ordinary build, four couriers with double-speed but no combat value may be built. Each player has a leader who has no combat value but may give orders to couriers and units in his space, or adjacent to him, and couriers and units may relate orders and messages to other leaders. Couriers and messages (and perhaps leaders?) may be captured. A player only knows what happens in his leader's immediate vicinity, or what information gets back to him.

DEADLY DIRTY (Michael Lind)

(1) Robert Sacks in Lord of Hosts 3, February 1975.

A combination of Black Angels (Lew Pulsipher) and Ghods of Diplomacy (Peter Aronson). There are two spaces, Heaven and Hell, adjacent to every space on the board; there is mock money earned each turn, and by gambling; the mock money can be used to bribe other players, the Ghods, or the GM. The bribes are such that GM errors are undetectable. To quote the rules "if YOU are crazy enough to try this variant, you're on your own --- GOOD LUCK, you'll need it!"

DELUGE (Tim Sharrock) ru02/07

Rules originally Published in He's Dead, Jim! Volume II: XVII.

(1) Robert Sacks in Lord of Hosts 10, July 1976.

As Europe sinks slowly into the sea, province by province, the population (and hence supply centres?) move inland. The schedule seems a little strange, perhaps incomplete, as the game does not seem to match its description. Why do we need another board changing variant?

(2) Pete Sullivan in C'Est Magnifique 55, July 1988.

A simple enough concept --- Europe gradually floods every year until only Switzerland remains above ground by 1908. The winner is the only player with a unit left at the end. It features the inevitable Army/Fleet rules, as well as allowing units to convert from Armies to Fleets under certain conditions. As the board gets increasingly flooded, this can be very useful! A very paranoid game at the end, as often a player will have to decide who to throw the game to. Andrew Poole has produced a series of maps showing the state of the board at the end of each year, which is a very useful player (and GM!) aid.

(3) JAMES NELSON in SPRINGY 45 (February 1991)

This is a fun and very simple variant. Each year land-provinces sink, becoming sea-provinces, and supply centres are therefore gradually lost (a few new centres are also created in the first few years). The effect of this is that each game year the number of supply centres decreases and fleets become more and more important. After eight game years only Switzerland, which becomes passable during the course of the game, remains. The winner is the sole survivor. With the rules you get a complete set of maps showing the effects of the deluge on Europe.

DIADOCHI V/Triumverate/Imperator (Dick Vedder)

Rules originally Published in Quo Vadis 57-58.

(1) Robert Sacks in Lord of Hosts 10, July 1976.

One map, one game system and three scenarios and very well done. Standard Vedder map; double, triple (Rome) and special home centers, loans, limitation on building more than two fleets at a time, bridges across certain straits, special political and pure rules for the last two scenarios and Barbarian and Persian rules.

DILATORY (Scott Rosenburg)

Rules originally published in The Pocket Armenian 13.

(1) Robert Sacks in Lord of Hosts 5, June 1975.

Every move a space changes center to non-center or non-center to center.

DILUVIAN (Matthew Diller)

Rules originally published in The Pocket Armenian 13.

(1) Robert Sacks in Lord of Hosts 5, June 1975.

Every move a land space changes to sea or sea to land. Armies on coasts that become sea become Fleets; Fleets in sea that become coast become Armies; Armies inland that become sea are annihilated, as are Fleets in sea that become inland; no specification for fleets on coasts which become inland, for creation of canals or straits, or which coast of a newly split coast a fleet is located on. Each player has one unchangeable home center; centers which change cease being centers. Due to the existence of the GIGATON BOMB VARIANT, this is not the worst variant in existence; it comes close, though.

DIPLOCHESS (Edi Birsan)

(1) Robert Sacks in Lord of Hosts 2, December 1974.

Two players on a chess board with chess pieces and chess moves, but with simultaneous movement as in Diplomacy. Each chessman has a strength equivalent to its chess point value.

DIPLOMACY-CLUEDO (Fred C. Davis Jnr)

(1) Andrew Poole in Outposts 6, October 1981.

This variant was designed in 1980 and is a game of normal diplomacy played in parallel with a game of Cluedo. Victory in the game of Cluedo gives the player three extra off-board supply centres (which cannot be destroyed) at the next winter adjustment. Armies supplied by these can be built in any of the supply centres that the Cluedo winner owns or even in Special Areas (Crete, Iceland, Ireland, Sardinia, Sicily, Switzerland, or Siberia). The rest of the variant covers special rules relating to these procedures, and also the full rules for Postal Cluedo.

DIPLOMAFIA (Evan Jones)

Rules originally published in Urf Durfal 2.

(1) Robert Sacks in Lord of Hosts 7, September 1975.

Five gangsters in Manhattan run the rackets and control short and long range influence/political pressure units. The value of rackets is determined randomly for each player each turn. The game is strongly reminiscent of other economic games such as Brotherhood and Organized Crime, but not as good as they are, so I do not see any particular value to this variant.

DIPLOMATIC (Martin Janta-Polcznski)

Rules originally published in Bushwacker Volume V: VI.

(1) Robert Sacks in Lord of Hosts 10, July 1976.

A player does not own (for purpose of builds, victory condition, or recognition) a captured supply center until a majority of the players *owning* a majority of the supply centers (double majorities) send in recognition orders in a winter season. The effects on the former owner of the supply center were not specified.

DOWNFALL (unknown)

(1) JAMES NELSON in SPRINGY 45 (February 1991)

This is a series of games based on J.R.R. Tolkien's "Lord of the Rings" trilogy. Downfall, collectively, is probably the most popular variant in the UK. At first sight the later versions appear to be amongst the most complicated variants. These try to emulate the book in fine detail, including pieces representing Gandalf, the Rangers, the Nazgul, Faramir etc.

Of the various designs DOWNFALL III (little chrome ... more of a wargame than a simulation), Definitive Downfall and Hardbop Downfall are probably the best. The latter two are examples of the more popular book-emulating designs.

DOWNFALL I (Hartley Patterson) ??/08

Rules originally published in War Bulletin ?? circa 1974)

(1) STEVE AGAR in V&U 2 (July 1980)

Hartley unashamedly set out to recreate the book, removing the anomalies in Third Age (qv). The players are: Dwarves, Gondor, Rohan, Sauron, Saruman, Umbar and Gandalf. Gandalf is a single unit, which is only reported in conflicts. To prevent unlikely alliances, Hartley adopted the idea of Good, Neutral and Evil alignments to prevent alliances untrue to the spirit of the book -- hence Gondor can not ally with Saruman.

Besides Gandalf, the Nazgul appears as a special unit controlled by Sauron (or a power using the ring), the Balrog protects Moria, and Ents and Hobbits are accounted for. Fortresses and mountains are scattered across the map to improve play balance. Complicated but colourful!

DOWNFALL II (Robert Sacks)

Rules originally published in Lord of Hosts 4, March 1975.

(1) Robert Sacks in Lord of Hosts 5, June 1975.

The rules make it impossible to learn (I have been told) but Tolkien purists and rule-flaw finders will have a heyday. There are eight and a half players: The Ents (played by the GM), The Elven Lords, The Rangers, The Peoples of the North, The kingdom of Rohan, The Steward of Gondor, Saruman, The Men of Harad and Rhun and Sauron. After much deliberation Smeagol has been excluded from the game, but the Hobbit heroes have been included in a minor way. Due to all the special rules (and the stacking permitted) the playtesters feel that the diplomacy of the War of the Ring is adequately simulated.

DOWNFALL IX ts21 (Richard Egan, Martin Lewis et al)

(1) Tim Collier in Moonlighting 8, June 1990.

Downfall IX has many new challenges. True to the book, it has the perfect combination of `Chrome', `Special Units' and a skillfully designed map. From Saruman's crows to the `Riders of Rohan' with a potentially potent impulse move, you have a wide variety of features to add spice to the frantic Diplomacy. The predetermined battle lines leave the neutral powers being lusted after by both sides. The race for the Ring and the flight of the fellowship skillfully sustain suitable suspense against the wider backdrop of the `War of the Ring'. All in all, my favourite version of Downfall, allowing you to live as well as play the game.

DOWNFALL X (Richard Egan and Martin Lewis)

(1) Pete Sullivan in C'Est Magnifique 55, July 1988.

In the beginning, there was Hartley Patterson who designed a Tolkien variant called `Downfall of the Lord of the Rings and the Return of the King'. There were a couple of other versions, but it was not until the Viennamob hit the hobby that Downfall re-designing became the `in' thing for all hip and dudey variant fans. This tenth version is probably one of the best, if only because it has the potential for solving the in-built imbalance of any Tolkien scenario. It uses different `victory points' for each power, which can be fine-tuned in the light of further games. It also features somewhat less of the atmospheric but fiddly `chrome' which afflicted `Definitive' Downfall and Downfall IX.

DUDLAND (Greg Costikyan and Scott Rosenburg)

Rules originally Published in Urf Durfal 11.

(1) Robert Sacks in Lord of Hosts 12, February 1977.

A rather atrocious variant, based on a rather atrocious press series. The lists of double coasted provinces and four point provinces in the rules do not match the map, there is some confusion as to the rights of the `Custodian of the Dudness' with respect to dudded supply centers, and it is not made clear if sea spaces or provinces on the other continent can be dudded and whether armies can be dudded out to sea or fleets onto land. There are rules for government- in-exile and anti-dud units. One player can send annual letters of attack which forces a unit to hold. Needs work to make it worth playing. For those unfamiliar with the atrocious NY'ism `dud', any unit in a dudded province except those of the Custodian and anti-dud (or `dud-out') is transported to a province of the Custodian's choice, though a `dud-out' unit unduds a dudded province. Definitely needs work.

THE DYING EARTH (10,000 AD) (Lewis Pulsipher)

(1) Robert Sacks in Lord of Hosts 5, June 1975.

Each player receives, stacked, two armies, one hero and one wizard; thereafter armies may not be stacked. Builds occur in any owned center. A hero adds one in support of units it is accompanying. Each wizard has a choice of three spells from the seven available, and may use one each turn (in the same or adjacent space) before moving. Highly recommended.


Back to the Introduction
Back to the previous file variants A-B
On to the next file variants E-G
or jump to a specific letter [ A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | 1]