1900
B.M. Powell
My name is Baron Powell and I'm the designer of 1900.
1900 is very similar to
conventional Diplomacy, only better,
if I do say so myself. What primarily
distinguishes 1900 from Diplomacy is the map, which shows Europe
and the entire northern coast of Africa at the turn of
the century. There are also some unit
changes and two major rule changes.
These are discussed below.
MAP CHANGES
·
There are thirty-nine SCs. The Great Powers control twenty-five at
game-start: Britain,
France, Germany,
and Russia have
four SCs each and Austria-Hungary,
Italy, and Turkey
have three SCs each. The remaining
fourteen SCs are neutral at game-start.
·
Morocco
is separated from North Africa and is a neutral SC. This reflects the fact that Morocco
was independent in 1900 and also a tremendous source of friction between the
Great Powers.
·
What's left of North Africa
is split into two spaces: Algeria
and Southern Algeria.
Algeria
is a French SC. This represents France's
dominant presence in the area.
·
The Tyrrhenian Sea
touches Algeria,
where it doesn't touch North Africa in Diplomacy. This makes it easier for Italy
to stake a claim on French territory.
·
Tunisia
is no longer a SC. It is now simply a
buffer between two SCs, French Algeria and neutral Tripolitania.
·
Libya
appears on the map and is represented by two spaces: Tripolitania,
a neutral SC, and Cyrenaica, which serves as a buffer
between Tripolitania and British Egypt. Though Turkey
controlled Tripolitania and Cyrenaica
in 1900, the fact that the former is a neutral SC rather than Turkish reflects
the Ottoman Empire's increasingly loose hold on the
area.
·
Egypt
appears on the map and is a British SC.
The British undeniably felt Egypt
was a key territory in their vast empire.
Never mind that the Turks felt Egypt
belonged to them. Having a British SC
within arms reach of Turkish territory dramatically increases the need for
British, and therefore French and German, interaction with not only Turkey,
but also Austria-Hungary,
Italy, and Russia.
·
Syria
has been renamed Damascus and is a
Turkish SC. At the same time, Smyrna
has been renamed Konya and is no
longer a Turkish SC. This flip-flop
makes it more difficult for Turkey
to establish a dominant position in the southeast corner of the map.
·
Two additional Turkish spaces appear on the map,
Palestine and Hejaz. Palestine’s
primary purpose is to serve as a buffer between Turkish Damascus and British
Egypt.
·
A new neutral space, Arabia,
is sandwiched in between Damascus, Palestine,
and Hejaz.
·
Turkey
controls a large territory in the Balkans called Macedonia. Macedonia
has two coasts, east and west, and touches no less than eight other
spaces. Albania,
which came into existence in 1912 after the Balkan Wars, no longer exists.
·
Moscow
is split into two spaces: Moscow
and Siberia. This
division frustrates the formation of stalemate lines.
·
Trieste
is split into two spaces: Trieste
and Bosnia. In 1900, Bosnia
was under Austro-Hungarian administration, but was not technically a part of
the Dual Monarchy. The Dual Monarchy's
annexation of nominally Turkish Bosnia in 1908 nearly resulted in WWI erupting
six years early.
·
Vienna
no longer touches Galicia. Instead, Budapest
now touches Bohemia. Not only is this geographically correct, as a
look at a map of the Czech Republic
today will confirm, it also prevents a particularly nasty tactic that Austria-Hungary
and Germany
could use against Russia
given the new unit at-start positions discussed shortly.
·
Venice
is no longer a SC. This diffuses the
tension between Diplomacy's weak
sisters, Austria-Hungary
and Italy. Venice
is also renamed Venetia.
·
A new space, Milan,
is an Italian SC.
·
Tuscany
no longer exists. Rome
now borders the Gulf of Lyon,
Piedmont, and Milan. This helps Italy
reinforce its northern position.
·
A Gibraltar space is
added. Gibraltar
divides the south coast of Spain
in two (i.e., Spain
now has three coasts: north, east, and west).
Gibraltar is a sea space for convoy purposes, but
an army can move there from either Morocco
or Spain, and
prevent a fleet from entering.
·
Ruhr is renamed Cologne
and is a German SC. This additional SC
makes the Reich more formidable and allows it to serve as more of a
counterweight to Diplomacy’s Big Boys,
France and Russia.
·
A new space, Alsace,
separates French Burgundy from German Cologne and Munich. This prevents the Kaiser from taking
advantage of the new German unit at-start position to perpetrate evil on France
during the first game-turn.
·
Holland
is renamed Netherlands.
·
Switzerland
is a neutral SC. This makes for some
very interesting dynamics between Austria-Hungary,
France, Germany,
and Italy.
·
Ireland
borders the Mid-Atlantic Ocean.
UNIT CHANGES
·
Austria-Hungary
starts with an army in Trieste
instead of a fleet. The Imperial and
Royal Army was the glue that held the Empire together. The undernourished Austro-Hungarian Navy was
little more than an afterthought. This
third army greatly enhances the Dual Monarchy’s flexibility and options.
·
Britain
starts with four units: F London, F Edinburgh, F Gibraltar, and F Egypt. Note that Liverpool is
still a SC, but the army that starts there in Diplomacy is gone. At the
same time, note that Gibraltar is not a SC. Britain
was the premier sea power at the turn of the century, but its puny army was
almost embarrassing for a nation of Britain's
stature. The vaunted, and diminutive,
British Expeditionary Force wasn't formed until just before WWI.
·
France
starts with four units: A Paris, F Brest, A Marseilles, and A Algeria. The last unit reflects the military presence France
maintained in its African territories.
The strong French garrison was no doubt a prudent deterrent given
Italian ambitions to establish an African empire that the Romans themselves
would have been proud of.
·
Germany
starts with four units: A Berlin, A Cologne, F Kiel, and A Munich. The supremacy of the German army was
acknowledged, grudgingly, by all of the Great Powers. In Diplomacy,
however, Germany
seems pathetically weak when compared to the actual colossus that was the
Second Reich. The additional army gives
the Kaiser real options to conduct a two-front war if necessary or desired.
·
The Italian army that started in Venice
now starts in Milan.
·
The Turkish army that started in Smyrna
now starts in Damascus.
RULE CHANGES
I did not
want to make dramatic changes to Diplomacy's
basic rules. With the few exceptions
discussed below, the rules for Diplomacy
apply to 1900 as well. In all but two cases, the rule changes
represent little more than minor revisions to account for the new map. The two major exceptions are the Suez Canal
Rules and the Russian Steamroller Rule.
The Suez Canal Rules (hereafter SCR) are a series of rules governing
movement and combat between the Mid-Atlantic
Ocean space and the Egypt/Hejaz
spaces. The SCR serve to give 1900 a distinct character primarily
because they dramatically increase the need for all of the Great Powers to talk
to each other from the beginning of the game, an end state I definitely hoped
to achieve. The Russian Steamroller
Rule (hereafter simply Steamroller) was a late addition to the variant rules
that I felt was necessary to enhance play balance. The Steamroller’s purpose is to boost Russia’s
offensive and defensive prospects after repeated game play showed that Russia
was not achieving the results that had been anticipated.
The minor
rule changes go as follows:
·
Victory conditions have not changed. If a Great Power gains control of eighteen
SCs, the game ends and the player controlling that Great Power is declared the
winner. With thirty-nine SCs, though, it is now possible for two Great Powers
to get eighteen SCs on the same game-turn.
Should this happen, the player representing the Great Power with the
most SCs is the winner. If the two Great
Powers each control the same number of SCs, play continues until one Great
Power controls at least eighteen SCs and that Great Power controls more SCs
than any other Great Power.
·
Iceland,
Ireland, and Switzerland
are now passable.
·
Movement between Clyde
and Ireland is
allowed. This is true even if an enemy
fleet is in the North Atlantic Ocean. A convoy is not required to move an army back
and forth between Clyde and Ireland.
·
Army movement is allowed between Gibraltar
and Morocco. No convoy is required in this case. Gibraltar is
considered a sea space for convoy purposes.
·
Egypt
and Algeria,
while controlled by Britain
and France
respectively at game-start, are not considered home SCs. This means that Britain
may not build in Egypt
and France may
not build in Algeria. This also explains why Egypt
is not called Cairo and Algeria
not called Algiers.
The SCR go
like this:
·
A fleet may move back and forth between Egypt
and Hejaz.
·
Movement between Egypt
or Hejaz and the Mid-Atlantic
Ocean is allowed. It is assumed the unit travels around the
southern tip of Africa.
A unit that moves in this manner does so at half strength. This means that a unit adjacent to Egypt
or Hejaz succeeds in moving there if opposed only by a
fleet moving from the Mid-Atlantic Ocean
and a fleet adjacent to the Mid-Atlantic
Ocean succeeds in moving there if
opposed only by a fleet moving from Egypt
or Hejaz.
·
A fleet in Egypt
or Hejaz cannot support a unit holding in or moving to
the Mid-Atlantic Ocean. This is true even though the fleet in Egypt
or Hejaz can itself move to the Mid-Atlantic
Ocean. Likewise, a fleet in the Mid-Atlantic
Ocean cannot support a unit holding
in or moving to Egypt
or Hejaz.
·
A fleet moving from Egypt
or Hejaz to the Mid-Atlantic
Ocean does not cut support being
provided by a fleet already in the Mid-Atlantic
Ocean unless the attack results in
F Mid-Atlantic Ocean being dislodged.
The opposite is equally true. A
fleet moving from the Mid-Atlantic Ocean
to Egypt or Hejaz
does not cut support being provided by a unit already in Egypt
or Hejaz unless the attack results in the unit being
dislodged.
·
F Mid-Atlantic Ocean can convoy an army from or
to Egypt or Hejaz. An army convoyed from Egypt
or Hejaz attacks its destination space at full
strength. An army convoyed to Egypt
or Hejaz attacks at half strength.
·
If two units are retreating to Egypt
or Hejaz, or the Mid-Atlantic
Ocean, and one of them must travel
around the southern tip of Africa, the unit that does
not travel around southern Africa may retreat while
·
the other unit is disbanded.
The Steamroller reflects the seemingly endless reserves of
manpower that were available to the Tsar at the turn of the century. In game terms, Russia
is allowed to have one additional unit while the Tsar controls at least one of
the four Russian home SCs. If other
Powers control of all four Russian home SCs, with control being determined
after the Fall retreats, the ability to maintain an additional unit is lost and
Russia may only field a number of units equal to the number of SCs it actually
controls. Should Russia
regain a home SC, it would again be eligible to field an additional unit,
though this unit would need to be built in an open home SC as per normal build
rules. Note that the additional unit
does not appear at the start of the game, as there is no vacant home SC to put
it in.
So, there you have it.
As you can see, 1900 is, at
heart, just like the game of Diplomacy
that we have all come to know and love.
The map, unit, and rule changes do, however, alter the dynamics of how
the Great Powers interact with each other.
Once you've played, I think you'll agree that it was well worth your
time. In fact, I expect you'll be so impressed with 1900 that you may have a tough time going back to conventional
Diplomacy.
A Gamers' Guide to 1900 (PDF
format) is also available to help players understand the variant.
I look forward to hearing from you. Please feel free to contact me at [email protected].