Note from Markus Mohr
([email protected]):
Here is a variant I found in a german
postal-play book. The original Name was "Dippy mit Dagobert". ("Onkel
Dagobert" is "Uncle Scrooge" in english, I think :-) )
I never played it till now and I dont know, why it should be limited to
9-12 persons. I think it could be played (theoretically) by 3-?.
So here it is:
Kapitalistic Dippy is a Diplomacy variant from Dave Tant, translated in german by Bernhard Knopp and re-translated by Markus Mohr. In addtion to the standard rules and map, it includes the following rules:
I. KD is played by nine to twelve players und is not a game of face-to-face negotiations.
Each player chooses a pseudonym. All actions or press will be published under this name.
II. Every player gets 1000 currency-units from each power (A - Kronen, E - Pounds, F -
Franc, G - Mark, I - Lira, R - Rubel, T - Piaster). The Swiss Franc (SFr) is used to
calculate exchange courses. Each currency equals a 1 SFr value at the beginning of the game.
Exchange rates may change due to the course of events in the game, according to market laws (demand/offer).
III. Each turn encompasses 2 phases: commerce(1) and military(2) movement
1. Commerce
1.1 Each player may buy/sell foreign currencies
1.1.1 Players must not sell more than 500 units of any given currency.
1.1.2 Players are not allowed to indebt themselves
1.1.3 Buying and selling takes place at the actual course of the last evaluation.
1.2 A saldo for each currency is calculated individually. For every 100 units or beginning thereof totally bought/sold the course changes plus/minus 0.01 SFr.
1.2.1 Exchange rates of annihilated powers will be reduced to 0.00SFr.
1.2.2 The minimum course is 0.01 SFr.
1.3 Courses change plus/minus 5% per won/lost center in winter (military bonus).
1.4 The SFr is used for surplus amounts. It is always stable.
2. Military
2.1 The Player holding most of a specific currency is the commander of that particular country Tie situations are decided by tossing coins. This is re-calculated after every exchange-phase.
2.2 Autumn and winter orders are issueed by the same player.
IV. Game End
The game ends with a military victory (18 centers) of a country or in winter 1915. Each player receives per full 100 units of a currency per center of the country one point (example: Italy has seven centers; Player A gets for 1798 Lira 17*7 = 119 points). Winner is the player with the most points.
V. Evaluation
The ensuing county-commanders have their money display underlined. All players get their actual point value calculated and a value for each currency, which is calculated exchange-course times 100 / owned centers.
Since the number of players exceeds that of countries, not every players gets to move units. A player can opt for an only monetary strategy without messing with armies.