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Payola DiplomacyManus Hand |
Bernard Cornwell never played Payola Diplomacy, but you sure wouldn't know it by reading the above quote, taken from his Sharpe's Revenge. The Payola variant, developed by John Woolley and myself, adds Cornwell's "treasury" to the arsenals of Diplomacy's combatant nations, and the result is an addicting game with no stalemate lines, multiple levels of intrigue, and in which even the closest of allies can be actively working against each other from the first turn until the bitter end.
Since its introduction into the play-by-email hobby, Payola has quickly grown into an accepted and respected variant, with a great many devoted players.
This article discusses Payola Diplomacy in depth by annotating (using hotlinks) the formal rules of the variant. In this way, the rules of the game may be read (and printed, etc.) without intrusion by these annotations, and yet the reasoning behind each rule, examples of play, anecdotes from actual games, and other interesting tidbits contained in the annotations are always available. A further reading of the rules may be necessary to provide context for some of the annotations, so it is suggested that the annotations only be perused after the complete rules have been read.
Be sure to also check out the other way-cool appendices, including some further reflections on the game and on other contemplated variants.
You can look at the status of any active Payola game at the Payola Place Website, where you'll also find all completed games archived for your entertainment and education.
The Payola concept is also easily applied to other games; application of Payola to other Diplomacy variants is discussed in Section 6 of these rules.
Supply Center Count | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
---|---|---|---|---|---|---|---|---|---|
Annual Tax Income | 17 | 33 | 48 | 62 | 75 | 87 | 98 | 108 | 117 |
Supply Center Count | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | |
Annual Tax Income | 125 | 132 | 138 | 143 | 147 | 150 | 152 | 153 | |
No information concerning account balance or account activity shall be revealed by the GameMaster to any player other than the owner of the account.
Using the vertical bar to separate them, any number of orders to the same unit may be given in a single offer. In all but negative bribe offers, such multiple orders are virtually equivalent to each order after the first appearing by itself, in sequence, as a separate direct bribe offer. In the case of negative bribe offers, multiple orders separated by vertical bars impose further restrictions on the promise to pay -- to wit, if any of the listed orders is issued, the bribe will not be paid.
If, for any specific movement phase, a player does not issue any offer to one of his own units, a zero silver piece direct bribe offer from that player for the unit to HOLD is entered for that player by the GameMaster before processing offers.
If ever a player's unit would receive the same amount of money for issuing any one of two or more different orders, and no other order would pay as much, the player's acceptance list is consulted to decide which order the unit will issue. The use of acceptance lists to make this determination is described in full in Section 5 of these rules.
A power specifies its acceptance list to the GameMaster on a single line of text containing the word "ACCEPT" followed by the single-character abbreviations, in any order of the player's choosing, for each of every power in the game (including any eliminated powers).
The first power listed in an acceptance list is the power which -- in the eyes of all units owned by the power submitting the list -- is considered to offer the most preferred currency. Subsequent powers in the acceptance list are considered to offer less and less preferred currency, descending in preference until the final power listed (which is deemed to hold the currency least preferred by the units that are owned by the list submitter).
A power's acceptance list remains unchanged and "in force" for all movement phases after its submission to the GameMaster, until such time as the player submits another acceptance list, which shall then completely replace the earlier list.
Acceptance lists are also not used for powers that are not being played (so-called "dummy powers"). Instead, any monetary tie that would need to be broken to determine the order to be issued to a dummy unit is resolved by having the unit accept its offer to HOLD, and reporting (if need be) to the players that it did so at a cost greater than the highest total bribe offer that the unit actually received.
Note that although all of a player's bribe offers are subject to reduction when the player is in this situation, any savings requests that were listed in the player's offer sheet are not reduced.
The variants listed below are the major variants that are currently supported by the Payola adjudication code. Each of these variants includes a number of distinct elements which could be used separately. For example, the capability to specify different values for separate supply centers is mentioned as being used in the Exchange variant -- this capability can be used in any Payola game set up to allow this.
Manus Hand
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