Gunboat Diplomacy: Sign-ups (PM me)

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Bass

Brother in arms
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Here it is, as promised. In addition to the tag team diplomacy game being hosted by billymills, there will be a gunboat diplomacy game!

If you didn't read the poll I posted in Office of Strategic Influence, then I will state what Gunboat Diplomacy is all about. Basically, it's a very simple variant where pretty much all of the regular rules (in the box below) apply. However, there is one very important difference, which is that there is no direct communication allowed between the players! In the traditional Diplomacy game, the your ability to conduct diplomacy was through words, but now, your only hope of communicating your intentions is through your moves! Thus, I do not recommend signing up unless you are fairly experienced.

So, in a nutshell, in addition to standard rules:
-You cannot talk to each other
-Everyone's identity will be anonymous as in Earthworm's previous game. That is, sign-ups will be private (by PMing me only), and each player's identity will not be revealed until their elimination.

I will leave sign ups open for a few days.

About The Game:

Diplomacy is game about making alliances, breaking alliances, and reforming old alliances to better your number of supply centers in the game. Playing the deaf mute will only get you so far before another country decides you are not worth the spaces you comprise of and crushes you for your land. You have to negotiate with other nations if you want to win. You must tell the whole truth and nothing but it while lying through your teeth to succeed in this game. Feelings will be hurt and grudges will be formed. Friends can be enemies, and enemies can be friends. Make your stab and pray it doesn't backfire.

A player is eliminated from the game when they no longer control any supply centers. Alternatively, a player can choose to forfeit (But that is lame and sissy and I will make sure you are made fun of for it!). This will leave his/her pieces on the board where they will hold or idle during every turn. Victory is achieved by a single player controlling 18 of the 34 supply centers OR if all of the remaining players agree to a tie. Diplomacy has 3 phases. Since this is online, you can talk to other nations any time you wish. The game begins in Spring of the year 1901 where you issue your first orders. After that turn is Fall 1901 and you issue your second round of orders. And finally the year ends in Winter 1901 where you either add or subtract to your total number of supply centers and in turn your army depending on how many you captured or lossed in Fall. Then the year begins anew with Spring 1902.

Even though this is a game of Diplomacy, you are never required to honor any promises you made to any nation. You are always out for yourself.



Rules
(these are not all the rules, please check the rulebook for further reading):
  • All units have the same strength
  • No two units may occupy the same space at the same time
  • An Army can be ordered to move into an adjacent inland or coastal province
  • A Fleet can be ordered to move to an adjacent water province or coastal province
  • Winter is a very short phase where players may only build or disband
  • You can only build in your Home Supply Centers
  • You cannot pass through Switzerland.
The following are not rules but are heavily discouraged

 
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