This file contains variants W-Z
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WAR OF THE RING (Lew Pulsipher)

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

Not so much a game as a game system. Various scenarios, between two and seven players. There are forts, equivalent to stationary units without capability to support external action, multiple units, army/fleet conversion, Gondor and Rohan usually linked, only one scenario uses mountains, centers depending on scenario for value and strength, one scenario uses Downfall-type rules for Ring and Nazgul. A must for Tolkien variant players and designers.

WARWICK

(1) GORDON McDONALD in AC-MONG 43 (February 1992)

The Scenario is England in 1470. King Edward IV faces a rebellion by Warwick, who acts in the pretense of regaining the throne for Henry VI. There are nine players in the game, all of which start with one unit on each of their home supply centres.

These players are: Edward IV, Richard of Gloucester, Duke of Norfolk and Lord Hastings all under the Yorkist banner, while the Earl of Warwick, Duke of Exeter, Duke of Somerset and the Earl of Northumberland are fighting the Lancastrian cause with the Duke of Clarence as a neutral. The Lancastrians support Henry VI, who is a non-player unit in the control of Warwick and is assigned secretly to one of his units.

Players may change their political alignment, either as a claimant to the throne, support someone else in their claim to the throne or declare their neutrality, as long as the GM is informed. Once a player has declared himself a contender to the throne, he may never ally with another claimant, even if one party renounces his claims. If at any time there is only one claimant to the throne for two consecutive seasons, that player becomes King.

Units can act as fleets by moving from a port to a sea province and any number can occupy the same one; nor can they be dislodged from a sea province. London confers a garrison strength of one, to any unit occupying it.

The rules seem straight forward enough, although map quality could be better.

WESTPHALIA VIII (Howard Mahler)

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

This is a revision of Westphalia VI and includes many minor map changes; the principle changes are that a Spanish center and space Milan are created, Spain begins a unit short, and all initial set ups are discretionary. There are more Spanish centers outside of Spain than inside. There are several double-coasted and canaled provinces, and one province (Andalusia) separates the Atlantic from the Mediterranean.

WITCH WORLD II (Lewis Pulsipher)

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

There are almost as many double-coasted, special provinces and special rules as there are ordinary supply centers, which might be necessary to simulate the special properties in this five player fantasy. (I do, however, miss the actual magic that is to be found in the books; in Warlock for instance an entire army is wiped out by magic in a minute.) Coastal Crawl and Crawling retreats are used. In spite of everything, the game appears rather simple and should generate interesting press, especially if the players have read any of the books.

WOOLWORTH II-D (Glen Overby and Fred C. Davis Jnr)

(1) Ten Great Powers (Regular plus Spain, Scandinavia and the Balkans) but only five players. Each player controls one `public' power and one `private' power, which gives lots of scope for double-dealing as well as the problem of how closely to co-ordinate your two powers (too much and you'll give the game away!). An increasingly popular variant over the past few years, and rightly so. The name arises because when the Woolworth stores were originally founded in the USA, all their goods were sold at either 5c or 10c.

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

This variant uses a slightly modified map. There are five players, each controlling one public power and one secret power, which player runs which secret power is, at the start of the game, known only to the GM. With ten powers on a small map there is immediate conflict! The secret powers make it easier to start wars and makes for colourful press. The secret powers need to played carefully so as to avoid giving away the identities of the controlling player. There are sudden shifts in alliance structures as players try to find out who their opponents really are. With two powers for each player, elimination from the game is rare. A fun game.

WORLD DIPLOMACY (DW 39)

(1) BOB OLSEN in MOD

This is superficially similar to FINAL CONFLICT (qv), but the two were developed independently and have very different styles of play. Like FC, World Dip is played on a world map. It has eight players and the basic version, which includes armies, fleets and air forces, is closer to the regular game then Final Conflict. There are optional rules for nuclear forces.

WORLD DOMINATION I & II gp26 & gp27 (Richard Egan)

(1) Eric Instone in Moonlighting 8, April 1990.

Playing standard DIPLOMACY, I often felt restricted by both the limited extent of the board and by the almost inevitable stalemate line. World Domination gets over these problems and a lot more. Whereas in standard DIPLOMACY France will normally go for Iberia, the southern powers will squabble over the Balkans, and England will set out to control everything around the North Sea, in World Domination things tend to be a little more varied as there are a lot more options. It's a big game, covering the entire world, and normally everyone will be engaged in actions in several different pies, and if one gets hurt it's still not necessarily the end of your game. As for Europe, the standard board is used (the game is an *extension* of the standard board), and is still prone to the odd stalemate. However, with action elsewhere remaining fluid, Europe snarling up actually adds to the game, providing an interesting contrast. Game balance between powers is deliberately uneven, but again this adds rather than detracts to the design. If there is one fault, however, it would be the weakness of Russia, which World Domination II went some way to rectify (World Domination I was really no more than a draft version, which somehow found its way into the variant banks of the world). Finally, the chrome (gas warfare, submarines and more) is almost all optional, and is both simple and works well. It gives yet more variety to the variant. To sum up, World Domination is not overtly complex, and is tried and tested. Games are both big and varied.

WORLD POWERS (Richard Ware)

Rules originally Published in Voinskij Doklad 1.

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

A simple map extension covering the entire world; each of the powers has an additional center with Japan and US added with four centers; there is a canal through Egypt and between Mexico and Columbia. Some merit.

WORLD WAR TWO DIPLOMACY (Chris Edwards)

(1) ANDREW ENGLAND in Affairs of State (1988)

This variant is based around Lew Pulsipher's 1939 Diplomacy (qv) but provides for more options. The system is the same as Pulsipher's. The changes come in the form of an expanded European map which takes in all of North Africa and the Middle East and units for most of the neutral countries. These neutrals may be converted to the use of the major powers (now including the U.S.A) by expending those centre points. Moreover, the game allows players to indulge in technological research again by spending these points. Through this the players can gain better tanks, armies and bombers and, of course, the "Bomb". Overall this variant has proved very popular with at least three games in progress in Australian zines. If there is a flaw it is that the German player is slightly disadvantaged. He starts off strong and so there is a tendency for the other players to "gang up" on him. But as more games are played this tendency may be disproved.

WORLD WAR III (Scot Rosenburg)

Rules originally Published in The Pocket Armenian 19 & 20

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

Confused and unnecessarily complicated --- uses nuclear and alignment rules.

YOUNGSTOWN

(1) Pete Birks, Greatest Hits 126 (January 1986)

It is amazing that Youngstown attained any popularity with a glaring design fault of a chronically easy stalemae line in about four different places. One of Diplomacy's strengths is that although it is possible to set up lines, it is never easy and usually requires close co-operation (in other words, if you set one up, you probably deserve the draw). In Youngstown, Russia and/or China could set up one on their own. Apart from drop-outs, I cannot think of a Youngstown game which ended in an outright win.

YOUNGSTOWN (Judge version)

(1) JOSH SMITH (1992)

The popular Youngstown variant altered the basic Diplomacy game in a number of significant ways. It introduced Off Board boxes, allowing a form of wrap- around movement from one edge of the board to the other. It redrew the European map to allow Germany, Austria, and Turkey to start with four units each, and created several additional neutral centers in Europe. It gave England and France home supply centers in Asia, and Italy a home center in Africa. It added several islands, which bordered only sea spaces. It made the map non-planar in the African Off Board and the Suez region. It added three players to the original seven, but more than doubled the number of supply centers on the board to 72; the victory criterion is 37 centers. The rules and a postscript map can be downloaded from any of the on-line Judges.

260AD (Scott Rosenburg)

(1) Robert Sacks in Lord of Hosts 1, November 1974. Six powers (three `Roman Empires', three invaders). Europe without Scandinavia, North Africa, and Asia north of Arabia and the Persian Gulf. Six double-coasted provinces, one canaled province, Alps and Pyrenees impassable as are the North and Caspian Seas, the Persian Gulf and Arabia, one special build centre. Worth playtesting.

1000AD III (John Lovibond) ???/07

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

The powers in this game include British, Franks, Moors, Byzantines, Vikings, Maygars/Polacks and Polotjans/Dregovites. The British and Franks are situated in the usual places with the Moors occupying North Africa and the Iberian peninsula as far north as Madrid. The Byzantines as well as controlling the Balkans occupy southern Italy with the Maygar/Polacks contained in eastern Austria, Hungary and Czechoslovakia and the Polotjans/Dregovites situated in the Baltic states, northeast Poland and White Russia. The Vikings? Well, they're in Norway and Denmark!

The powers vary in strength from 4 to 5 units/centres and orders are submitted for Winter 999AD; these orders containing initial placement of units within the home borders, fleets or armies being up to the owning player. The total number doesn't have to be positioned at the start, some can be retained for later build seasons, although I would say it doesn't happen too often. The Magyar/Polack player doesn't have a coastal area within his/her boundaries and so is allowed to use Lombardy for such.

The A/F system is available with the victory criterion varied depending upon power. British, Franks, Polotjans/Dregovites -25; Vikings, Moors, Magyars/Polacks -28 and the Byzantines - 31.

Historical accuracy may not be total (British including Britons, Anglo-Saxons and Norsemen etc) but the game does seem to have a balance about it. No player is in the middle of the board and everyone is faced by two opposing powers which creates options for alliances and strategy. I think I would have the Moors at the top of my preference list followed by the British. The map is of good quality and the rules simple to follow.

1066 (Ken Clarke)

Rules originally Printed in Darien Settlement 3.

(1) Robert Sacks in Lord of Hosts 9, March 1976. Another good Ancient England variant, with a noticeable flaw in that one non-home supply center is labelled as a home center with two names. Two players have units that are either armies or fleets, and two players have units which begin off-board and the right to build in their first three captured centers. It is not clear if the variant is balanced, as three of the seven players have corner positions, two have near-corner positions, and two have inside positions -- it is unclear that playing the last four positions would be any fun at all; one of the corner positions is rather isolated so the two near-corner positions are better, but the positions of the Northern Earls and Harold Godwinson are still not very enviable.

1492 (Edwin Godfrey)

(1) Mark Nelson in Beowulf 18, September 1989. The four players are England, France, Portugal and Spain and the aim of the variant is to recreate the voyages of discovery. At the start of the game the GM draws up a map of the world centered on Europe. The players then send their units off the board in an attempt to discover where the supply centres are! The GM tells each player what he has discovered separately so we have an interesting situation where different players can know different parts of the map but no player knows all the map. This is a good idea and has the potential to be a fun game... although there may not be too much diplomacy in it.

1618 (Scott Rosenburg)

(1) Robert Sacks in Lord of Hosts 1, November 1974. A ten player game set around the Holy Roman Empire. No double-coasted or canaled provinces, one off-board supply centre and three special build provinces. The game is designed to show the immediate theatre of the Thirty Years War. There is one obvious typographical error in the rules: "If Austria occupies Prague after Fall 1618, it becomes an Austrian home center in all ways..." should read something like "If Austria occupies Prague on or before...". The map might be a problem, but a game should prove interesting if it doesn't bog down due to its size.

1648: The Thirty Years War (IV) (Greg DeCesare)

Rules originally Published in Novgorod 12.

(1) Robert Sacks in Lord of Hosts 5, June 1975. Eight powers (Spain, Sweden and Poland for Italy and Germany), Russia and Poland have four centers, Ottoman Empire has five as well as five neutrals to others or reclaimable by him if he loses any home centers. Two fleets per build limitation on each power. Spain may start an army in the Netherlands instead of Leon. Fleets can convert to armies. Neutral centers can be converted. There are mercenaries (half armies) which cannot attack. There are two four-point junctions and many more spaces, both land and sea. The game uses a twelve month year with frozen Winters. Loanable supple centers. Worth looking at.

1885 (Fred C. Davis Jnr)

(1) Robert Sacks in Lord of Hosts 1, November 1974. Nine powers (add Spain and Sweden) on a slightly expanded map, rather beautifully done. Only one double coasted province, which is rather unimportant, with the obvious benefits that result. Twelve month year with quarterly adjustments. Certain provinces may be used for builds without being centers. Army/Fleets are used in lieu of extended convoys. Retreats are mandatory. Turkey begins one unit short, and Italy begins with a discretionary army or fleet in Rome. It is a very beautiful variant and highly recommended.

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

An expanded board variant, which adds two new powers in the shape of Spain and Sweden. There are 46 SCs of which 24 are needed for victory. The Davis A/F rules are used.

1898 (unknown) ??/07

(1) MARK NELSON (28/1/93) A development of Winter 1900 in which the players start with one unit in one of their home centres in Winter 1898. They must recapture their home centres in the standard way before they can build in them. Rules are available from the Judge.

1914 DIPLOMACY (Lewis Pulsipher)

(1) ANDREW ENGLAND in Affairs of State (1988).

This variant attempts to provide a realistic basis for simulating the Great War but with an open ended alliance system (as per the regular game). Supply centres are assigned point values which must be used not only to build units but also to convert neutrals (which have their own armies) and to pay for attacks. This latter rule really makes players think about what they do. Another interesting feature is the alliance system which is based around written agreements which can only be broken with one season's notice. This makes alliances more secure and tends to channel the emphasis more onto combat. Overall the game provides a good simulation of World War One.

1939 DIPLOMACY (Lewis Pulsipher)

(1) ANDREW ENGLAND in Affairs of State (1988).

This game uses the standard rules but with some important variations. The map is of Europe but the provinces and supply centres are changed to reflect the political geography of the time. In addition two new unit types are added, the tank and the bomber. The tank is worth two units and the bomber may stack with other units and `fly' to provide support for certain orders. Each supply centre on the board is worth a certain number of points which are then used to build and maintain units. The major problem with the game is that it doesn't provide for the effect that the United States had on the war. This variant has been made redundant by Chris Edward's World War Two Diplomacy (qv). This was the first real variant run by mail in Australia through *Austral View* beginning in 1984.

1939 III (Neil Duncan and Dave Newnham)

Based upon 1939 II By Lew Pulsipher

(1) REVIEW: Steve Agar in Spring Offensive 11 (April 1993) 1939 III is a World War II variant for six players, which has been developed from 1939 II which originally appeared in Lew Pulsipher's slim volume on Diplomacy variants in the 1970's. In addition to the usual Armies and Fleets there are also Tanks and Bombers which have additional powers but cost more to build. Tanks are in effect double armies which can either move a single province at double strength or move two spaces with single strength. Bombers are single units which can move long distances and offer support to units some distance away or `bomb' supply centres. Although some of the rules are perhaps over-complex, especially the Tank movement rules, it should make the game far more interesting from a strategic point of view. The only real weakness this variant has is that you can only build a Tank after every two regular Army units and the number of Bombers can never exceed the number of regular Armies. Tying the number of special units to the number of Armies places England at a *massive* disadvantage as a Power can only build a Tank at the beginning of the game if they refrain from building fleets (yet if England does that her units are land-locked). Furthermore, Russia can guarantee that England cannot take Norway in the first year, yet England has no other compensating neutrals around (how about a neutral SC in Eire?). I think a better and simpler rule would to say that special units can never exceed 1/3 (rounded up) of a Power's forces at the time they are built and/or to prohibit the building of special units until after the first game year. A list of Powers and home SCs would also help -- from the map Germany appears to have four home SCs to everyone else's three, but that isn't mentioned anywhere in the rules. The absence of a SC in Tunis may make the Mediterranean quite empty early on, while putting a garrison in every neutral SC will really slow the game up and drastically reduce the options open to the various powers at the beginning of the game.

1958 DIPLOMACY (Alan Calhamer)

(1) MARK NELSON (26th April 1992)

The first version of Diplomacy to be commercially distributed --- Alan Calhamer paid for 500 sets to be made and sold them through small ads. None of the people who were involved in the setting up of Diplomacy fandom in the early 1960's were aware of the existence of this game --- they had all found Diplomacy through the 1959 and 1962 releases which were a significant revision to the 1958 game. (There is no distinction between the 1959 and 1962 games). Diplomacy fans were not aware of their favourite game's older relative until Rod Walker reprinted the rules in an one-off publication, QUARMILL, in 1971.

There are a number of differences between 1958 Diplomacy and the Diplomacy game of today. The main differences are: Build Rules, Convoy Rules and the map. In addition minor differences are that the costal crawl was allowed and the rules for games with less than 7 players are different.

Players may only build armies in their `capital' and fleets in their `naval base'. Players may have more than one unit in these provinces, although the presence of multiple units does not increase your defensive strength - they have a total defensive value of one. These stacked units may not support each other nor support the same unit outside the stacked province. If a player loses his capital he may designate one of his other home supply centres as a new Capital, where he may build armies. However if you lose your naval base then you can only build new fleets if you recapture it.

There are no convoy rules. Instead an army and fleet may combine to form a stacked A/F under certain circumstances. This A/F unit then moves as a normal fleet unit. If the A/F fleet unit is in a coastal province then the Army may attempt to disembark.

Tunis is not a supply centre, but Switzerland and Albania are. Home supply centres in Germany and Turkey are different and there are more provinces on the board.

The 1958 game is inferior to the 1959 revision as it is neither as dynamic nor as flexible as the modern game. It takes longer to play to completion because there are no convoys and there are more provinces. However, this hasn't prevented a number of enthusiastic variant fans from running several postal games.

There are actually two different forms of the 1958 game, because the released version had an error on the map --- one of the provinces was omitted. There is also an earlier version, the 1953 game which has several differences in the map; but this was never distributed.


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