Make sure that you read the rules before joining.
Players: (9/9)
Israel - Deanchuk - confirmed
Byzantium - Czar Justinian the Tapir - confirmed
Spain - teldalati - confirmed
Burgundy - Jus - confirmed
Sicily - mat.gopack - confirmed
Eire - kininvie - confirmed (after January 29th)
Hungary - superplayer - confirmed
Poland - Jobson15 - confirmed
Ukraine - lordelindel - confirmed
sroca wrote:The following was taken from http://www.diplom.org/Email/judge/info.aberration.html:
The Aberration variant of diplomacy follows the most of the rules as standard
diplomacy with a modified map. The idea behind the game was to have powers
which history had basically passed by. Each of the 9 great powers is a nation
which might have become a great power in the modern period if history had gone
a little differently than it did.
The judge version was designed by Nicholas Fitzpatrick, based very heavily on
Rod Walker's Aberration III (NAVB CN ca01).
Rules:
1) Except as noted below, the standard rules of play for Diplomacy on the
judge apply.
2) There are 9 great powers. The Sicilian player must use the letter "C"
rather than "S" when signing on since "S" is reserved for Spain, and the
Byzantine player must use "Z" rather than "B" as "B" is reserved for
"Burgundy". The starting units are as follows:
Burgundy
Army Dijon
Army Brussels
Fleet Hague
Sicily
Army Rome
Fleet Naples
Fleet Palermo
Eire
Army Alcluyd
Fleet Dublin
Fleet Edinburgh
Hungary
Army Budapest
Army Szeged
Fleet Zara
Israel
Army Damascus
Army Jerusalem
Fleet Cairo
Poland
Army Warsaw
Army Riga
Fleet Gdansk
Spain
Army Toledo
Fleet Santander
Fleet Valencia
Ukraine
Army Kiev
Army Odessa
Fleet Yalta
Byzantium
Army Greece
Fleet Constantinople
Fleet Smyrna
3) A player may build on any supply centre he/she owns which is vacant as
long as he/she still own atleast one of his/her original centres.
4) Six provinces have interior waterways, inland canals, or bordering canals.
Each of these provinces operates exactly as does Kiel, Constantinople or
Denmark in the regular game. They are: Cairo, Constantinople, Denmark,
Holstein, Sinai, and Taurida. The Suez canal separates the provinces of
Sinai and Cairo, units can pass from Sinai to Cairo. So in one turn the
moves F Delta Sea-Sinai and F Red Sea-Cairo would both succeed.
5) The Caspian Sea, Crete, Iceland, Corsica and any other unnamed space is
not passable.
6) There are 52 supply centres. The victory criterion is possession of 27
supply centres at the end of any Fall retreat.
7) The game begins in 1901.
The different power rationale is the following:
Scenario
Here are some brief suggestions to what may have happened to these powers such
that they achieved greatness, while those that we know so well didn't.
Burgundy
The final confrontation between the civilization of the Seine and
the Saone was no sure thing for the Parisian monarch. In this
instance the victor was the Burgundian dynastic state, stretching
from the Rhone to the North Sea.
Byzantium
This empire might have survived had the Turks failed to make a
landing in Europe. The population of western Asia Minor was
still basically Greek in the 1400s. Some strong emperors could
have given the Greek state a new lease on life.
Hungary
She was a budding great power until the Turkish invasions. A
strong Byzantium would have prevented that and Hungary, not
Austria, could have become the great Danubian power.
Eire
If Irish missionary activity had been followed by political
action on behalf of their fellow celts, the Anglo-Norman imperium
at London might have been still-born. All the Irish needed was
some real unity, which the almost achieved on occasion.
Israel
This could be a continuation of the ancient dynastic state under
descendants of the Maccabees, or the Herods. More likely,
however, it would be representative of the final victory of the
Crusaders in the Middle East. It might therefore be called the
"Kingdom of Jerusalem"
Poland
The Poles had many opportunities to overwhelm both the Russian
and the eastern Germans. We must here assume that one
opportunity finally worked.
Sicily
This island once had an excellent chance of gaining control of
most of Italy under a powerful and aggressive Norman dynasty.
These rulers died out, and Sicily became the pawn of others.
Here we assume that the Norman dynasty did not die out.
Spain
The could be a Christian Spain which somehow remained powerful
despite a long succession of cretinous monarchs. Perhaps they
were spared the third-rate Hapsburgs and Bourbons which were
thrust upon them. OR this is a Muslim Spain, which case we
should refer to it as the "Caliphate of Toledo" (a change of
capital from Cordova).
Ukraine
The original Russian state was centred at Kiev, and we suppose
here that this southern centre remained dominant rather than
losing out to the northern centres at Vladimir and Moscow. These
people would, however, continue to call their land "Russia" or
something like it.
RULES:
1.) This is build anywhere, but only if you still control at least one of your home centers.
2.) There are six provinces that work like Constantinople, Denmark, and Kiel do in standard Diplomacy; these provinces are: Holstein, Constantinople, Denmark, Cairo, Sinai, and Taurida. Both armies and fleets can pass from Cairo to Sinai and fleets can move Del -> Cai and then Cai -> Red or Del -> Sin and then Sin -> Red, and vice-versa.
3.) All gray spaces are impassible.
4.) There is a total of 52 supply centers; 27 centers at the fall retreat phase are required to win.
5.) Deadlines will be 72/48/48. I will process all orders before the deadline if I have them all (if you don't want the orders to be considered "finalized", put "preliminary orders" in the title.). I will give a 12 hour grace period for the first NMR, but repeat offenders will not be waited on. Get your orders in!
6.) As long as I can understand your orders, I will process them. The more clear you make them, the less likely I am to misinterpret what you mean.
7.) Make sure that your title includes the name of your power. All other information is appreciated, but only optional.
8.) Make sure that you have all of your orders in. If you want to edit your orders, please include the unchanged orders.
9.) If you NMR 3 times, you're out, and you will be replaced by the first backup player on the list.
10.) Feel free to ask questions in this thread, via pm, or via IRC. I should be able to get back to you pretty quickly and answer any questions you have.
11.) Please don't tell me your orders in the IRC chat. I may forget to save your orders if you do, and that will lead to a lot of confusion.

