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Variants on this Server

Classic (7 players)

Variant Parameters:

  • Created by: Allan B. Calhamer
  • Adapted for webDiplomacy by: Kestas
  • Start year: 1901 (normal phase progression)
  • Build only on home supply centers
  • SCs required for solo win: 18
  • Standard Diplomacy Rules Apply
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1897 (7 players)

Variant Parameters:

  • Created by: Mark Nelson, Josh Smith, and Rick Westerman
  • Adapted for webDiplomacy by: Carey Jensen
  • Start year: 1897 (normal phase progression)
  • Game Starts in Winter build phase of starting year
  • SCs required for solo win: 18
  • "Home" Supply Centers are determined after the Autumn 1899 phase (can build on any owned SC before this phase)
Special rules/information:
  1. The game starts in Winter 1897 when each player reveals which of their regular home supply centres will be by building a unit on that center. Russia may not chose StP as their initial home supply center.
  2. The game then proceeds as normal with the exception that all centres owned after the 1899 build phase become home supply centres for the duration of the game.
    1. Regular home supply centres that are not captured before Winter 1899 are *not* home centres in this variant.
    2. If you hold another player's initial home supply centre at the end of Winter 1899 it becomes a home supply centre for you and is not a home supply centre for the original owner.
  3. Players are referred to by their country of origin, even if they do not own any centres within their original homeland
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1898 (7 players)

Variant Parameters:

  • Created by: Randy Davis
  • Adapted for webDiplomacy by: Carey Jensen
  • Start year: 1898 (normal phase progression)
  • Build only on home supply centers
  • Game Starts in Winter build phase of starting year
  • SCs required for solo win: 18
Special rules/information:

Standard map and standard Diplomacy rules, except that the game starts in the Winter of 1898 with each power building only one unit. Other home supply centers must be captured before they can be used for builds.

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Winter 1900 (7 players)

Variant Parameters:

  • Created by: John Norris
  • Adapted for webDiplomacy by: Carey Jensen
  • Start year: 1900 (normal phase progression)
  • Build only on home supply centers
  • Game Starts in Winter build phase of starting year
  • SCs required for solo win: 18
Special rules/information:

This map is like Classic Diplomacy in every way, except the game starts with a build phase, and each player gets to determine which units they want to start out with

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7 Island Diplomacy (7 players)

Variant Parameters:

  • Created by: Paul Bennett
  • Adapted for webDiplomacy by: Carey Jensen
  • Start year: 1901 (normal phase progression)
  • Build only on home supply centers
  • SCs required for solo win: 21
Special rules/information:

There are land bridges between 1) Corsica and Sardinia, 2) Naples and Sicily, and 3) Syria and Cypress

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Chaos (34 players)

Variant Parameters:

  • Created by: Unknown
  • Adapted for webDiplomacy by: Carey Jensen
  • Start year: 1900 (normal phase progression)
  • Build on any owned SC
  • Game Starts in Winter build phase of starting year
  • SCs required for solo win: 18
  • Standard Diplomacy Rules Apply
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Crowded (11 players)

Variant Parameters:

  • Created by: Unknown
  • Adapted for webDiplomacy by: Carey Jensen
  • Start year: 1901 (normal phase progression)
  • Build only on home supply centers
  • SCs required for solo win: 18
  • Standard Diplomacy Rules Apply
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Fleet Rome (7 players)

Variant Parameters:

  • Created by: Richard Sharp
  • Adapted for webDiplomacy by: Oliver Auth
  • Start year: 1901 (normal phase progression)
  • Build only on home supply centers
  • SCs required for solo win: 18
  • Standard Diplomacy Rules Apply
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Milan (7 players)

Variant Parameters:

  • Created by: John Norris
  • Adapted for webDiplomacy by: Oliver Auth
  • Start year: 1901 (normal phase progression)
  • Build only on home supply centers
  • SCs required for solo win: 18
  • Standard Diplomacy Rules Apply
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Ancient Mediterranean (5 players)

Variant Parameters:

  • Created by: Don Hessong
  • Adapted for webDiplomacy by: Oliver Auth
  • Start year: 1 (normal phase progression)
  • Build only on home supply centers
  • SCs required for solo win: 18
  • Standard Diplomacy Rules Apply
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Colonial (7 players)

Variant Parameters:

  • Created by: Peter Hawes
  • Adapted for webDiplomacy by: Oliver Auth
  • Start year: 1870 (1 year per turn, builds every 2 years)
  • Build only on home supply centers
  • SCs required for solo win: 30
Special rules/information:

The Colonial Diplomacy variant of diplomacy follows the most of the rules as standard diplomacy with a modified map, and with 3 optional rules which can be set on or off at the GMs desire. The game is the first commercially published true simple Diplomacy variant.

Rules:

  1. Except as noted below, the standard rules of play for Diplomacy apply.
  2. Cebu looks like a body of water with islands inside of it, which is accurate. It is analogous to Kiel, Constantinople or Denmark in the standard diplomacy.
  3. The Caspian Sea, Lake Baykal and any other unnamed space is not passable.
  4. There are 58 supply centers. The victory criterion is possession of 30 supply centers at the end of any Fall retreat.
  5. The game begins in 1870.
  6. This map does not use the Trans-Siberian Railway rule, which is Copyright Avalon Hill. You'll have to buy the varaint to play the optional rule
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Fall of the American Empire (10 players)

Variant Parameters:

  • Created by: Vincent Mous
  • Adapted for webDiplomacy by: Carey Jensen
  • Start year: 1999 (normal phase progression)
  • Build only on home supply centers
  • SCs required for solo win: 30
Special rules/information:

Story

The country is in ruins and in a state of anarchy except 5 states where new 'Republics' have arisen. Florida, Texas and California maintain some semblance of order within their old borders. In the north-east, New York has formed a union with Pennsylvania and New Jersey to stand together in the coming wars. Chicago, Milwaukee and Minneapolis have done likewise, calling themselves the 'Heartland' of America...

Meanwhile, the events in the United States have caused Quebec to secede from Canada. Western Canada soon followed suit, under the leadership of British Columbia and joined with American renegades in Alaska. The central Canadian government has fallen and is in disarray...

In the south, the increasingly strong drug lords and industrial mafia have rested control of northern Mexico away from the government, while the rebellion of Chiapas has spread to other southern Mexican states. Under siege, Mexico's government prepares to strike back...

Taking advantage of the chaos on the North American continent, Cuba invades Jamaica and prepares to spread its influence further abroad, while Peru takes control of Colombia and turns its eyes northwards...

This is the setting at the start of the Empire variant of Diplomacy, where you play one of 10 new or old nations in a bid to conquer North America. Can you lead your country to North American domination?

Rules:

  1. 34 supply centers are required to win
  2. Great Lakes - Fleets cannot move directly from one Great Lake to another, except from Lake Michigan to Lake Huron.
  3. Canals - There are a few one-space canals that act like Kiel in Vanilla dip. This means that the spaces have no coasts and fleets can exit on any side: Panama, Ontario, Michigan, Upper Peninsula, Chicago (see below). There is also a canal between New York City and New York State. Fleets can move from one to the other.
  4. Waterways - There are two waterways in Empire4 where fleets can move as though there were a coastline in the listed territories. These rivers do not impede army movement:
    • Mississippi (Chicago, Missouri, Kentucky, Tennessee, Arkansas, Deep South, Louisiana)
    • St-Lawrence (Beauce, Montreal, NYS, Ontario, Quebec, Gaspe)
    • For example, a fleet could move from Tennessee to any of Kentucky, Missouri, Arkansas or Deep South.
  5. Landbridges
    • Units can move between Ungava and Nunavut. This does not block movement between Hudson Bay and the Sea of Labrador.
    • Units can move between Michigan and the Upper Peninsula. This does not block movement between Lake Michigan and Lake Huron.
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Hundred-Year War (3 players)

Variant Parameters:

  • Created by: Andre Schwarz
  • Adapted for webDiplomacy by: Oliver Auth
  • Start year: 1425 (5 years per turn, builds every 10 years)
  • Build on any owned SC
  • SCs required for solo win: 9
  • Standard Diplomacy Rules Apply
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Imperium (6 players)

Variant Parameters:

  • Created by: Martin Asal
  • Adapted for webDiplomacy by: Oliver Auth
  • Start year: 401 (normal phase progression)
  • Build on any owned SC
  • SCs required for solo win: 15
Special rules/information:

Scenario

The German Tribes have invaded the Roman Empire because their traditional homelands can no longer provide adequate sustenance. The lack of tribal resources described above is represented in this scenario by the presence of only two SCs outside of the Roman imperial borders. Furthermore, no unit starts at a SC. Only 9 SCs can be reached in the first year, which means that all nations will need to remove units at first. Be careful, or your game will finish fast!

After the first year, everything is different: There are numerous SCs, many of them near each other. Can you afford to give them up to someone else?

Rules

  1. Game starts in Spring 401
  2. There are no home-SCs. In the Adjustments Phase, a unit may be built at any owned and open SC.
  3. The Rivers Rhenus and Danuvius serve as the borders of several areas. Thracia and Galatia are adjacent to each other, as are Baetica and Mauretania. While an ordinary move is counted with one plus supports, an army crossing a river is counted with one force less. Support crossing a river can't be given if the target zone is on the other side, and crossing a river doesn't cut a support. Retreat orders can't be done over a river. These borders are ordinary borders for fleets. Fleets aren't able to move inside the continent.
  4. Byzantium is adjacent to the Aegaeis and has a canal.
  5. 15 of the 28 SCs are necessary for a solo.
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Migraine (8 players)

Variant Parameters:

  • This map is currently disabled: No new games allowed
  • Created by: Stephen D. Koehler
  • Adapted for webDiplomacy by: Carey Jensen
  • Start year: 3499 (normal phase progression)
  • Build only on home supply centers
  • Game Starts in Winter build phase of starting year
  • SCs required for solo win: 20
  • There are custom army and fleet icons for this variant
  • This variant wraps along the left and right edges
  • This variant wraps along the top and bottom edges
Special rules/information:

The creator tried to make the proportions of land territories to seas basically equivalent to regular Diplomacy, but with eight players, it had to be a little bigger. The more he looked at the game, and try to imagine how it might play out, the more confused he got. Hence, the name, Migraine Dip!

Played using regular dip rules, except that each player, at the start of the game, determines which of his three units are fleets. 20 centers to win.

Map Notes

  • The edge of the map is connected to the edge on the opposite side of the circle. Therefore, sea-zone "West Mystic Ocean" is adjacent to sea-zone "East Mystic Ocean", and land-zone "Nortia" is adjacent to land-zone "Antoria".
  • The land-areas "Cantaria" and "Chimara" (the half-circles) are each just one area, and they are not connected to each other. Therefore, a unit could move from "Bilington" to "Cantaria ('A' Coast)" to "Lilington". These land-areas have two coasts, like Spain in regular Dip. Note that the coasts are a bit counter-intuitive. At the top, "Chimara ('A' Coast)" is on the right, while at the bottom "Chimara ('A' Coast)" is on the left.
  • Land areas "Zobaru", "Dogaru", "Lokaru" and "Sotaru" also have two coasts.
  • The twelve sets of crossing arrows on the map allow armies and fleets to pass across a narrow span of water. They have no effect on ships in the span of water, and ships in the sea-zone have no effect on units using the crossing arrows. A crossing arrow crosses the "Straits" in the middle, but as noted above, has no effect on ships in these areas. A unit can support across a crossing arrow normally.
  • There is no adjacency across four-way corners. Therefore, "Groach Sea" is not adjacent "Jalta", etc. "Nortia" is not adjacent to "South Majestic Ocean" or "South Turgid Ocean", etc.
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Modern Diplomacy (10 players)

Variant Parameters:

  • Created by: Vincent Mous
  • Adapted for webDiplomacy by: Carey Jensen
  • Start year: 1994 (normal phase progression)
  • Build on any owned SC
  • SCs required for solo win: 33
Special rules/information:

Background

Modern Diplomacy is intended to be diplomacy with an updated map, circa 1994, taking place in Europe, the Middle East and North Africa. Any country with more than 30 million inhabitants was made a power. Those with more than 60 million inhabitants were given 4 home centers, while Russia (with 200 million plus) was given 5. Iran would have qualified as a 4 supply center power, but this would have made it necessary to extend the map into Asia, so it was not done.

Other than this, borders and neutral supply centers were distributed to even out the game. Monaco was made a neutral SC (it has lots of money) even though it's size does not warrant it, and Gibraltar was made a British starting SC, both to give Britain a port in the Mediterranean, and to give Spain more than one neighbour).

Notes on Geography

  1. Cairo, Hamburg and Istanbul behave as Kiel and Constantinople did in the original game: they have no coasts but fleets can pass through them to bodies of water of both sides.
  2. There are no home SCs. In the Adjustments Phase, a unit may be built at any owned and open SC.
  3. There is another canal linking Rostov and Volga, thus permitting access to the Caspian Sea to ships. Rostov is situated along the Don River which empties into the Black Sea, while the Volga empties into the Caspian Sea. In the real world there is a canal at Volgograd linking the two rivers, somewhere in the southern Volga region on the map. This is the only way to get ships into and out of the Caspian Sea.
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Pure Diplomacy (7 players)

Variant Parameters:

  • Created by: Danny Loeb
  • Adapted for webDiplomacy by: Oliver Auth
  • Start year: 1901 (normal phase progression)
  • Build only on home supply centers
  • SCs required for solo win: 4
Special rules/information:

This is a simple traditional variant of diplomacy. There are the usual seven countries. There are seven spaces on the board - one corresponding to each country - its home supply center. These spaces are all connected by land one with another. Initially, each player begins with one army in his home supply center.

The objective of the game is to accumulate four supply centers.

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Sail Ho! (4 players)

Variant Parameters:

  • Created by: Tarzan
  • Adapted for webDiplomacy by: Carey Jensen
  • Start year: -400 (normal phase progression)
  • Build only on home supply centers
  • SCs required for solo win: 9
  • Standard Diplomacy Rules Apply
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South America (5 players)

Variant Parameters:

  • Created by: Erlend Janbu
  • Adapted for webDiplomacy by: Oliver Auth
  • Start year: 2001 (normal phase progression)
  • Build only on home supply centers
  • SCs required for solo win: 13
  • Standard Diplomacy Rules Apply
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South America (4 players)

Variant Parameters:

  • Created by: Erlend Janbu
  • Adapted for webDiplomacy by: Oliver Auth
  • Start year: 2001 (normal phase progression)
  • Build only on home supply centers
  • SCs required for solo win: 13
  • Standard Diplomacy Rules Apply
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World Diplomacy (17 players)

Variant Parameters:

  • Created by: David Norman
  • Adapted for webDiplomacy by: Carey Jensen
  • Version used: Version 2
  • Start year: 2000 (normal phase progression)
  • Build only on home supply centers
  • SCs required for solo win: 44
  • This variant wraps along the left and right edges
  • Standard Diplomacy Rules Apply
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World War IV (35 players)

Variant Parameters:

  • This map is currently disabled: No new games allowed
  • Created by: Tom Reinecker
  • Adapted for webDiplomacy by: Carey Jensen
  • Version used: Version Boris/Natasha (2004-2005/latest version)
  • Start year: 2101 (normal phase progression)
  • Build on any supply center owned for 2 years
  • There are custom army and fleet icons for this variant
  • This variant wraps along the left and right edges
Special rules/information:

UN Voting:

There are 35 capital cities in the game, and each capital will give a player 1 UN vote. To win the game, a coalition needs to obtain 20 UN votes.

Nominations for voting will occur during every spring, starting in Spring 2110. Each player may make ONE nomination per year for a coaltion (size of coalition is based the table below). A coalition must include one of the top three countries by SC count. If there are any ties, the top three will include all members of the tie, but counting will stop if there are three or more possible countries after the tie inclusion (Example 1: Egypt has 20, Germany and France have 19, and India has 18; Egypt, Germany and France are the mandatory possible coalition members. Example 2: Egypt has 20, Germany has 19, and France and India have 18; all four would be possible nominations).

After a coalition is nominated, players may immediately set a vote for them. They may change their vote if subsequent coalitions are nominated. All nominations and voting are secret. A non-vote is counted as voting against all nominations.

After the spring phase resolves, the adjudicator will reveal how many votes each nominated coalition got, and end the game if a coalition reached 20 votes.

Coalitions sizes are based on the following:

  • From 2010 up to and including 2012, the coalitions must contain 2 countries
  • From 2013 up to and including 2015, the coalitions must contain 3 countries
  • From 2016 on, the coalitions must contain 4 countries

Special NMR rules:

  • Retreats: If a power NMRs during retreats, retreats will be handled with the following preference:
    1. Retreat to supply center owned for 2 years or more
    2. Retreat to any other owned supply center
    3. Retreat to foreign supply center
    4. Retreat to territory adjacent to most owned SCs
    5. Retreat to territory adjacent to most SCs, regarless of ownership
    6. Retreat to territory alphabetically
  • Builds: If a power NMRs during unit-placing and has available builds, they will build in a SC (alphabetically) with the unit type they start out with the most of (example: if a power starts out with two fleets and an army, their default NMR build will be a fleet). If they are unable to build with a fleet but have available inland supply centers, they will build with an army in those supply centers.
  • Disbands If a power NMRs during unit-placing and is required to disband, they will disband the unit furthest away from their initial supply centers.

Canals:

The following territories are canals and can be passed through by fleets (like Denmark and Kiel in the original game): Denmark(den), Egypt(egy), Hamburg(ham), Istanbul(ist), and Panama(pan)

Land Bridges:

Land bridges are denoted by red lines on the map, and both fleets and armies may pass along them (like between Denmark and Sweden in the original game).

Islands:

The following territories are islands, in that both fleets and armies may occupy them, but they to not prohibit a fleet from convoying: Azores(azo), Bermuda(bmd), Cape Verde Islands(cpv), Cebu(ceb), Diego Garcia(die), Falkland Islands(flk), Fiji(fij), Galapagos(glp), Guam(gua), Hawaii(hwi), Hong Kong(hk), Jamaica(jam), Midway(mdw), Nauru(nau), New Caledonia(ncd), Okinawa(oki), Pitcarin Island(pit), Reunion(reu), Saipan(sai), Samoa(sam), Shanghai(sha), Singapore(sng), St Helena(sth), Surabaya(sby), and Tahiti(tah).

Map oddities discovered:

You cannot move from Palembang(plm) to Riau(ria) with a fleet, even though it looks like you can on the map. You must go through Singapore(sng) first. You can still pass between them with an army.

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