Welcome to Tag-Team Duplo!
Game-specific rules:
Orders should be sent by the inexperienced player. However, I will accept orders from the experienced player if necessary.
Deadlines will be 48 / 48 / 24 hours for Spring, Fall, and Winter respectively.
If Outlaw plays, he will be Austria.
Retreats are to be done asap (as soon as I can find you).
Alliances will not be secret, you allowed to contact other players by yourself via forums or IRC. However, I will also be able to relay private messages between teams or post public messages and/or newscasts in the thread.
As for alliances:
Austria: Igor/Outlaw
England: Amelia/Earthworm
France: Yeti/LonelyNess
Germany: Altair/Askaninjask
Italy: Thorns/Moot
Russia: Evan/Aura Guardian
Turkey: Nook/Imperfectluck
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):
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.
- Forfeiting. When someone forfeits early, the game quickly loses momentum. In order to ensure that things remain interesting, please try not to give up if something doesn't go your way!
Helpful Links:
Wikipedia Article
Diplomacy - a Five Minute Guide
The Diplomacy Rulebook
Diplomacy Archive - an archive of Strategy and Tactics articles
Clearer Version of the Map with the abbreviations listed in full
The first Diplomacy game, hosted by Earthworm.
[thread=59208]The second Diplomacy game, hosted by Outlaw[/thread]
The third Diplomacy game, hosted by Bass
Diptool
Special emphasis on the bolded links. The Diplomacy Archive is an incredibly helpful resource if you are new and wish to understand the game better. Diptool is the program that I will be using to generate the maps for this game. It's always helpful to have your strategies visualized, so I highly recommend using it as well. Note that to use Diptool, you will need the latest version of Java installed on your machine. Refer to the link for download and installation instructions.
For Spring/Fall 1901, I will wait for everyone's orders to come in, no matter how slow, but I will bother you after ~36 hours.
To all who didn't get in, and there's a number of you, I hope you will play in future Diplomacy games. There will hopefully be more tag-team matches in the future, once we have more experts!