РАСПАД
DissolutionRulesDissolution is a Diplomacy variant set just after the Dissolution of the Soviet Union (
Распад СССР).
This variant is for 10 players, each of whom take control of a power in Eastern Europe, Central Asia, the Middle East, or North Africa.
Major features of Dissolution are:
- Stationary Wing units that represent the defensive/logistical aspects of an Air Force
- Supply Centers of varying point value (and a point-based victory condition)
- Neutral Minor Powers & DP Voting (adapted from Ambition & Empire)
- Neutral Nuclear Powers with Invulnerable Units (an extension of the Minor Power / DP ruleset)
- Optional "Favor" system for simulating diplomatic relations with the Neutral Nuclear Powers.
- Optional continued participation from eliminated players
MapBecause my image files are larger than the size allowed on this forum, I host them externally at imgur. There, you can view or download the full-resolution version of every map.
Map with Full Names
Hosted on imgur: Full Names 20170214Map of Game Start
Hosted on imgur: Dissolution Draft 20170214Supply Centers & Victory PointsIn Dissolution, each Supply Center (SC) is worth either 1 or 2 Victory Points (VP).
Players start with 2-3 SCs with a total score 3-6 VPs.
There are 51 Supply Centers on the map worth a total of 72 Victory Points:
- 30 SCs are worth 1 VP, each represented as a single dashed circle.
- 21 SCs are worth 2 VPs, each represented as a pair of concentric dashed circles.
Victory ConditionsTo win, a single player must control SCs worth at least
25 VPs.
That player must
also have the highest VP total of any other player,
with no ties.
If there is a tie for highest total at 25+ VP, the game continues on into the next game-year.
New Units & Combat AdjudicationIn addition to the standard Armies and Fleets of Diplomacy, this variant includes:
- Neutral units (Minor & Nuclear)
- Stationary Units & Sortie Attacks
- Invulnerable Units
- Disrupting Attacks
- Wings
Neutral UnitsUnits not controlled by a specific player are Neutral units.
Neutral units belong to
Minor Powers and
Nuclear Powers.
Minor units show up on the map in various shades of brown and are labeled with a modified version of the UN seal. They occupy neutral Supply Centers that can be captured by players during the course of the game.
Nuclear Power units represent powers with nuclear weapons capability. While most DP-based variants eventually eliminate all neutral units on the map, Nuclear Powers' units will be a component of the entire game.
The orders for Neutral units are determined via DP allocations (see later section below).
Stationary Units & Sortie AttacksWhich units are Stationary?- All Minor Powers' units (brown) are stationary.
- All Nuclear Powers' units are stationary except for the fleets of the US Navy.
- All Wing units are stationary, including those controlled by players.
Stationary units can be given orders just like any other unit. They can be ordered to hold, support, move, or convoy.
However, while stationary units can be ordered to move, they will never
actually move. Instead, their moves will always bounce. This is called a
Sortie. For example, a stationary unit's move order can be used to cut an adjacent unit's support or protect an adjacent empty province from a potential invader.
Stationary units cannot retreat. If a stationary unit is dislodged, it is always destroyed during the Retreat phase. If a stationary unit's move order bounces in an otherwise uncontested province, that province is not an eligible retreat location during the subsequent Retreat phase.
Because stationary units cannot leave their current locations, they cannot dislodge other units, but they can
Disrupt them (see Disrupting Attacks).
Invulnerable UnitsWhich units are Invulnerable?- All Nuclear Powers' units are invulnerable.
- No player units are invulnerable.
Invulnerable units cannot be dislodged. An attack that would normally dislodge an invulnerable unit will instead bounce and Disrupt the targeted invulnerable unit (see Disrupting Attacks).
Disrupting AttacksIf an attack would normally dislodge the targeted unit, but doesn't because...
- The attacking unit is Stationary
- The defending unit is invulnerable
- Both A & B
...then that attack
Disrupts the defending unit instead.
A successful Disrupting attack voids ALL of the defending unit's support or convoy orders.
Just as a player's own units cannot dislodge each other, neither may a player's own units disrupt one another (via an attack or support of another unit's attack).
WingsWings (abbreviated as W) are an important feature of Dissolution. They are represented on the map by chevrons that roughly look like the silhouette of a paper airplane. While other variants implement Wings as a roaming mega-unit, Wings in Dissolution represent the defensive and logistical aspects of an air force. They might even be better thought of as air
bases rather than the aircraft themselves.
Wings are Stationary units. They are the only stationary units that a player may potentially build.
Wings will only ever occupy the land provinces they start in, but they treat all neighboring land and sea provinces as adjacent.
Wings ignore split coastlines.
Wings can be ordered to convoy an Army across any terrain (as long as the final destination is a land province).
Wings can be part of a chained convoy that also includes Fleets.
Additionally, a Wing may treat all other Wings as adjacent
for Convoy purposes only. This means that either the final destination of a convoyed Army is another Wing OR that two or more Wings are chained in the same convoy.
Because of the significant increase of convoy options in Dissolution, it is
highly recommended that GM's require
explicit convoy notation from players (as demonstrated in the examples below).
Example Orders A:
This example is a potential set of opening orders from Egypt and Ethiopia that will cause the Army in Cairo to dislodge the neutral Army in Khartoum.
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EG A Cai - Asw - Khm
EG W Asw C Cai - Khm
ET A AdA S Cai - Khm
Example Orders B:
For this example, assume that Poland has an army in Olsztyn. This is a potential set of orders from Poland, Russia, and India that will cause the Army in Olsztyn to relocate to Gujarat. The convoy is a chain between two Wing units. Note that Russia and India are neutral nuclear powers whose orders are determined by DP allocations.
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PO A Ols - Kal - Mum - Guj
RU W Kal C Ols - Guj
IN W Mum C Ols - Guj
Example Orders C:
This example is a potential set of opening orders from Egypt and United Arab Emirates that will cause the Egyptian Army in Cairo to dislodge the Iranian Wing in Shiraz. Note that UAE is a neutral minor power whose orders are determined by DP allocations.
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EG A Cai - Asw - Shi
EG W Asw C Cai - Shi
A UAE S Cai - Shi
Example Orders D:
For this example, assume that Ukraine has a Fleet in Black Sea and an Army in Sevastapol. The following is a set of orders from Ukraine, NATO, and Israel that will cause the Army in Sevastapol to dislodge the neutral Army in Syria. Note that NATO and Israel are neutral nuclear powers whose orders are determined by DP allocations.
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UK A Sev - Bla - Inc - Syr
UK F Bla C Sev - Syr
NA W Inc C Sev - Syr
IS W Isr S Sev - Syr
Adjudicating Convoy Special CasesBecause Convoys in Diplomacy have often been the source of adjudication headaches, it should be no surprise that Wings open up more possibilities for convoy orders to get even more complicated. This section describes the way to resolve these particular issues.
Criss-Cross Convoy AttacksIf two opposing convoys make dislodging/disrupting attacks against each other's convoying units, a logical conundrum occurs. If both attacks are allowed to complete, then both convoys should have failed (a paradox). In this scenario, the attack of the highest strength should complete (resulting in either a dislodge or a disrupt), and attacks of equal strength should simply bounce. This is intended to model the adjudication of a head-to-head attack.
In the below examples, Egypt and Iran will launch convoyed attacks on one another's Wing units with support from nearby minor units (via DP). Assume all units are in their starting positions.
Example Criss-Cross Convoy A:
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EG A Cai - Asw - Shi Criss-Cross Bounce 2v2
EG W Asw C Cai - Shi
A UAE S Cai - Shi
IR A Teh - Shi - Asw Criss-Cross Bounce 2v2
IR W Shi C Teh - Asw
A Khm S Teh - Asw
Given these orders, both attacks occur with strength of 2. Both could hypothetically dislodge the other power's Wing, since each is undefended, yielding a paradox. As such, the attack strengths are compared head-to-head. Since they are equal, they both bounce.
Example Criss-Cross Convoy B:
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EG A Cai - Asw - Shi Completes
EG W Asw C Cai - Shi
A UAE S Cai - Shi
A Kan S Cai - Shi
IR A Teh - Shi - Asw Criss-Cross Bounce 2v3, Convoy Disrupted
IR W Shi C Teh - Asw Dislodged by A Cai (3v1)
A Khm S Teh - Asw
Given these orders, however, Egypt is attacking with a strength of 3. When these are compared head-to-head, Egypt's convoyed army will be the victor, beating both the head-to-head attack strength of Tehran and the defense value of Shiraz.
Example Criss-Cross Convoy C:
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EG A Cai - Asw - Shi Void: Convoy Disrupted
EG W Asw C Cai - Shi Dislodged by A Teh (2v1)
A UAE S Cai - Shi
IR A Teh - Shi - Asw Completes
IR W Shi C Teh - Asw
A Khm S Teh - Asw
A Kan S Shi H
Given these orders, both attacks occur with strength of 2. However, Iran's Wing in Shiraz has a defense of 2, so the attack from Cairo cannot dislodge/disrupt the opposing convoy. In this case, no head-to-head comparison is necessary. Only Iran's convoy will complete, dislodging the Wing in Aswan.
Other Convoy ParadoxesOther than the Criss-Cross scenario described above, if other adjudication paradoxes occur with convoys, use the Szykman rule to resolve them. The basic Szykman rule converts the attacking convoyed Army's order to Hold, then adjudicates the rest.
If multiple interlocking convoys cause a paradox, use a modified Szykman rule: make a list of all armies whose convoys, if assumed complete, will cause a paradox. Arrange them in alphabetical order by abbreviation. One-by-one, convert the the top paradoxical Army order in the list into a Hold, then readjudicate, until all paradoxes are resolved.
Changes to AdjustmentsThere are special rules in the Adjustments phase for unit total, build location eligibility and Wing units.
Unit TotalWhile in normal Diplomacy, each player may possess as many units as he or she controls Supply Centers (and disbanding superfluous units accordingly), Dissolution uses a different formula for supported unit count. In Dissolution, a player may have as many units as
half of their VP total rounded up.
As such, players starting with 3 or 4 VP start with two (2x) units, and players starting with 5 or 6 VP start with three (3x) units. Since the victory condition is 25 VP, it is unlikely (though not impossible) that any player will ever control more than 12 units.
As one would expect, if a player loses VP in the course of a game-year, they may be forced to disband units. If a player enters the Adjustments phase with 5 units but only 7 VP, they will be forced to disband one of those units.
Build Location Eligibility: Emergent BuildsAs is standard in Diplomacy, players can build in eligible SCs that
- they control AND
- are vacant
In Dissolution, what qualifies as an "eligible" SC, however, uses the rule of
Emergent Builds.
With Emergent builds, an SC is eligible as a build location for a player if it meets one of the three following requirements:
- The SC is a "Home" Supply Center possessed by the player at the start of the game.
- The SC is adjacent to one or more of the player's Home Supply Centers.
- The SC is adjacent to any Supply Center that the player has previously built in during any prior Adjustments phase.
This allows for a player's overall eligible build locations to slowly grow during the course of the game without the free-for-all that can occur in a "build anywhere" or "chaos builds" rule.
Building Wing UnitsEach player may possess at most one (1x) Wing unit. A player may not
build a Wing unit unless they have
at least 12 VPs, but a player with fewer than 12 VPs is not forced to disband the Wing unit.
Egypt and Iran are the only players that start with Wing units. If either starting Wing is destroyed, however, the player in question (Egypt or Iran) must accumulate at least 12 VPs before building a Wing again.
Neutral Power AdjustmentsIn the case that a neutral Minor SC is vacant during an Adjustments phase, that Neutral Minor Power will rebuild an Army there. Neutral minor powers ignore all rules regarding point totals.
Neutral Nuclear Powers skip the Adjustment phase entirely. They will never build or disband anything.
US Navy OccupationThe US Navy is a special Nuclear power whose units are
mobile. Because these two fleets can move around, they can potentially occupy 1-2 SCs during the Adjustment phase. If this occurs, the US Navy does
not change the control of the occupied SCs. If the occupied SC is neutral, it remains neutral. If the occupied SC is player-controlled, it still belongs to that player.
However, if the US Navy occupies an SC controlled by a player during Adjustments, that player may
not count that SC's point value toward their VP total for either victory or unit total purposes. If the occupied SC happens to be an Oil SC, the controlling player may still benefit from the Oil for DP total purposes during their Orders phases (see section on Diplomacy Points below).
Example:
Assume that at the start of Adjustments of the first game-year (1992), the Saudi Arabian player still has 2 Armies and only controls their 3 starting SCs: Dammam, Riyadh, and Mecca. However, the US Navy occupies Dammam. If this were the case, the Saudi player's effective VP total has been reduced to 2, and they must disband one of their armies.
Diplomacy PointsDiplomacy Points (DP) are the system by which player determine the orders of Neutral units (both Minor and Nuclear). Each Orders Phase, every player receives an allotment of DP (ranging from 1-5). That DP is use-it-or-lose-it; none can be stored or carried over into the next turn.
Allocating & Adjudicating DPAlong with orders for their own units, players can submit potential orders for one or more neutral units. Each potential order must come with a DP allocation, and the total DP allocated by a player must not exceed their total allotment for that phase. The DP expenditures act like "votes" for that order. Other players may vote for that same order and allocate DP to it. A single player with 3 DP, for instance, can spend all 3 DP on a single order or allocate 1 DP each to three different units' orders.
At the time of adjudication, the GM analyzes all of the submitted DP allocations for a given unit. The order that has the most DP spent is the one that will be given to the unit. If two or more orders tie for DP spent, or if no DP is allocated to that unit, it will be given a default order instead. In nearly all cases (all but the neutral units in Libya, see below), the default order is Hold.
All DP allocations are kept secret (at least until the game terminates). Only the "winning" orders will be know publicly but not which players (if any) allocated DP to those orders.
Keep in mind that there are additional limitations, both to the orders granted via DP and the amount of DP used by players for Nuclear powers' units. Both of these are detailed later in the rules, and there are some per-power specifics to follow.
DP Allocations Example AAssume that all units are in their starting positions. Yugoslavia & Poland are each trying to use Austria's order to assist them in dislodging a neighbor. They each have 2 DP to spend.
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Poland:
PO A War - Pra
DP
2: A Aus S War - Pra
---
Yugoslavia:
YU A Bgd - Hun
DP
1: A Aus S Bgd - Hun
---
Because Yugoslavia only spent 1 DP on Austria's order, and Poland spends 2 DP on Austria's order, the GM will use "A Aus S War - Pra" as the order given to Austria for that adjudication.
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Results:
PO A War - Pra Completes
YU A Bgd - Hun Bounced 1v1
A Aus S War - Pra
A Pra H Dislodged by A War (2v1)
A Hun H
DP Allocations Example BNow assume that, in addition to the orders from Example A above, Yugoslavia has requested some DP help from Kazakhstan.
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Poland:
PO A War - Pra
DP
2: A Aus S War - Pra
---
Yugoslavia:
YU A Bgd - Hun
DP
1: A Aus S Bgd - Hun
---
Kazakhstan:
DP
1: A Aus S Bgd - Hun
---
Now, the two orders granted to Austria each have an equal DP total of 2. The GM, having secretly counted these allocations and finding a tie, will use "A Aus H" as the order given to Austria for that adjudication. Both attacks will bounce.
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Results:
PO A War - Pra Bounced 1v1
YU A Bgd - Hun Bounced 1v1
A Aus H
A Pra H
A Hun H
DP Allocations Example CIn this example, Yugoslavia decides to not compete for Austria DP, spending 1 DP each on two orders for other units.
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Poland:
PO A War - Pra
DP
2: A Aus S War - Pra
---
Yugoslavia:
YU A Bgd - Hun
DP
1: W Ram - Aus
1: A Cro S Bgd - Hun
---
Assuming no one else has allocated DP to Croatia, Austria, or the NATO Wing in Ramstein, all three orders will be given to those units. However, by using Ramstein to cut Austria's support and Croatia to support the invasion of Hungary, Yugoslavia achieves his goal while stopping Poland's.
This example highlights that just because a DP allocation might "win" in the voting, the order eventually granted still has to be adjudicated as normal. No amount of votes can guarantee a support won't be cut by some other unit.
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Results:
PO A War - Pra Bounced 1v1
YU A Bgd - Hun Completes
NA W Ram - Aus Bounced 1v1
A Aus S War - Pra Cut by W Ram
A Pra H
A Hun H Dislodged by A Bgd (2v1)
Diplomacy Points Allotment Total CalculationPlayers calculate their DP based on three factors:
- Unit Count
- Oil SC Control
- Minimum Allotment (1)
Unit CountPer Orders Phase, each player gets allotted 1 DP per Unit on the map. At most 4 DP may be allotted to a single player in this manner.
Oil SC ControlThe following Supply Centers are marked as Oil producers:
- Aktau
- Azerbaijan
- Benghazi
- Dammam
- Iraq
- Riyadh
- Shiraz
- United Arab Emirates
If a player controls at least 1 Oil SC, that player is allotted 1 additional DP per Orders Phase. Only 1 DP may be allotted in this manner; controlling multiple Oil SCs conveys no additional benefit (other than potentially preventing other players from controlling Oil SCs).
Because a player may have at most 4 DP from units and 1 DP from Oil, the hypothetical maximum Diplomacy Points a player may be allotted per Orders Phase is
5 DP.
Minimum AllotmentIf a player has no units on the map and controls no Oil SCs, they are still allotted the minimum of 1 DP per Orders Phase.
This also applies to eliminated players whose SCs have all been captured during the course of the game. Eliminated players can no longer win Dissolution or be part of a Draw, but they may continue to participate in the game as
Players in Exile.
DP Allocation from Players in ExileUnless a player has been removed from a game by the GM (for conduct, NMR's, or what-have-you), eliminated players have the
option to participate during each Orders Phase by allocating 1 DP to a chosen Neutral unit's order. These players act like governments-in-exile and still have some slight influence in the international community, even though their prospects for success are already moot.
No game should ever delay a submission deadline for to wait for Exiled players to allocate DP. No grace periods should ever apply to an Exiled player's DP allocation. Likewise, missing a DP vote for a given Orders phase should not be treated as an NMR for an Exiled player. Exiled players are not to be substituted for or replaced. Their continued participation is optional but
not mandatory.
To be clear: Exiled players have still lost the game of Dissolution. They may not propose or vote on Draws; neither may they be included in a Draw. They may still submit press. It is still within the GM's power to strip an Exiled player of their DP allocating privileges should the GM deem it necessary.
Map GeographyThis section will describe some of the finer details of the map that may not be immediately apparent.
Passable Provinces Belonging to Nuclear PowersThe following provinces are marked as belonging to Nuclear powers but contain no Stationary units:
- East Germany
- Istanbul
- Crete
- Naples (starts with a US Navy Fleet but can potentially be empty after)
- Gujarat
- Kashmir
- Leningrad
- Nizhny Novgorod
- Astrakhan
- Dagestan
These territories are passable by players' units. From a rules standpoint, they are largely identical to other empty provinces.
However, from an aesthetic standpoint, they should never change color to reflect the players who last sent units there (as is typical for many hand-edited maps). Likewise, thematically, entry into these spaces should be seen as an invitation by the applicable Nuclear Power, not as a conquest. At most, they might be treated as a short-lived border incursion (particularly typical of conflicts between Pakistan & India).
CanalsThe following provinces act like Canals along the lines of Denmark or Constantinople in classic Diplomacy.
The Unified Deep Water System of European Russia (
Wikipedia Article)
The provinces of Leningrad, Nizhny Novgorod, and Astrakhan contain a system of canals, rivers, and lakes that allow for passage of large ships. As such, they are passable by both Army & Fleet units (forbidden only to the US Navy, see later section below).
Nizhny Novgorod is intended as a potential "choke" point: Fleets occupying Nizhny Novgorod have limited options and may only treat Astrakhan and Leningrad as adjacent.
Fleets occupying one of these three Deep Water System territories may
not convoy Armies.
Bosphorus Straits (Istanbul)The province of Istanbul connects the Black Sea and Aegean Sea. It includes the Bosphorus Straits and the Sea of Marmara.
Even though Istanbul breaks the Izmir coastline, the NATO Fleet in Izmir is allowed to treat the entire region as if it had a unified coastline.
A Fleet occupying Istanbul may
not convoy an Army.
Suez Canal & Gulf of Aqaba (Sinai)The province of Sinai includes the Suez Canal and the Gulf of Aqaba. This should be considered a Hybrid land/sea province (similar to Gibraltar from
1900 or Ireland in
1812 Overture).
Sinai connects the Levantine Sea with the Red Sea. It is additionally adjacent to Alexandria, Cairo, Aswan, Israel, Jordan, and Tabuk.
Jordan has a very tiny coastline on the Gulf of Aqaba (as does Israel). As such, Jordan is considered a coastal province and shares a coastline with Israel and Tabuk.
A Fleet occupying Sinai
may convoy an Army through it.
Fleets may not pass between Sinai and Cairo. Neither may an army be convoyed by a Sinai Fleet in Sinai directly to or from Cairo. Cairo is an
inland province.
Mandeb Strait (Djibouti)The province of Djibouti is also a Hybrid land/sea province. It connects Red Sea, Eritrea, Somaliland, Gulf of Aden, and Yemen.
A Fleet occupying Djibouti
may convoy an Army through it.
While Dire Dawa borders Djibouti, Dire Dawa is still an
inland province (similar to the Cairo/Sinai relationship). A Fleet in Djibouti may neither move to Dire Dawa nor convoy an Army directly to/from there.
Crossings & Mutually Adjacent IntersectionsThe following are 4-way intersections and crossings where the regions listed have mutual adjacency. These intersections and crossings are marked with 1-2 small black lines.
- Water spaces should only still be considered adjacent by Fleet and Wing units.
- Inland land spaces should be considered adjacent by Armies and Wing units.
- Coastal, Canal, and Hybrid spaces should be considered adjacent by Fleets, Armies, and Wings.
Inland Intersections/Crossings- Bucharest, Iasi, Moldova, & Odessa
- Kabul, Peshawar, & Tajikistan
Coastal Intersections/Crossings- Sevastapol, Krasnodar, Sea of Azov, & Black Sea
(marked as crossing between Sev & Kra) - Djibouti, Eritrea, Red Sea, & Yemen
- Israel, Jordan, Sinai, & Tabuk
- Najran, Persian Gulf, Qatar, & United Arab Emirates
(Najran has a tiny coastline between Qatar & UAE) - Iraq, Khuzestan, Kuwait, & Persian Gulf
(Iraq has a small coastline between Kuwait & Khuzestan) - Gulf of Oman, Persian Gulf, Shiraz, & United Arab Emirates
(marked as crossing between UAE & Shi) - Baltic Sea, Baltic States, Finland, & Leningrad
(marked as crossing between Fin & BSt) - Aviano, Slovenia, Croatia, & Adriatic Sea
(Slovenia has a small coastline between Italy & Croatia) - Gulf of Antalya, Lebanon, Levantine Sea, & Syria
Please note that even though Olsztyn also has a very slim coastline, Gdansk and Kaliningrad are
not adjacent (as shown in some earlier drafts). This is to prevent any power from starting with an Army immediately adjacent to a Nuclear Wing.
Split CoastlinesThere aren't any split coastlines in Dissolution.
Some provinces like Aviano, Israel, Incirlik, and Izmir appear to have split coasts. However, they should be treated as if they have unified coasts instead.
IslandsWhile several islands appear on the map, Crete is the only island actually in play.
Player PowersBelow is a table of the 10 player powers, their starting units, and their Home Supply Center VP values.
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--------------------------------------------
EG Egypt Black 5 VP
F Alx Alexandria 2
A Cai Cairo 2
W Asw Aswan 1
--------------------------------------------
ET Ethiopia Light Green 4 VP
A AdA Addis Ababa 2
A DiD Dire Dawa 2
--------------------------------------------
IR Iran Silver 5 VP
A Tbz Tabriz 2
A Teh Tehran 2
W Shi Shiraz 1 (Oil)
--------------------------------------------
KA Kazakhstan Teal Blue 4 VP
A Akt Aktau 2 (Oil)
A Alm Alma-Ata 2
--------------------------------------------
PA Pakistan Dark Green 6 VP
A Isl Islamabad 2
A Kch Karachi 2
A Pes Peshawar 2
--------------------------------------------
PO Poland Magenta 4 VP
A War Warsaw 2
A Gda Gdansk 2
--------------------------------------------
RO Romania Yellow 4 VP
A Buc Bucharest 2
A Ias Iasi 2
--------------------------------------------
UK Ukraine Vivid Blue 5 VP
A Khk Kharkiv 2
A Kyv Kyiv 2
F Sev Sevastapol 1
--------------------------------------------
SA Saudi Arabia Olive Drab 3 VP
A Dmm Dammam 1 (Oil)
A Riy Riyadh 1 (Oil)
(vacant) Mecca 1
--------------------------------------------
YU Yugoslavia Red 3 VP
A Bgd Belgrade 2
A Pri Pristina 1
--------------------------------------------
Nuclear PowersBelow is a table of the 5 Neutral Nuclear powers and their units.
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--------------------------------------------
NA NATO Dark Navy Blue
F Den Denmark
W Ram Ramstein
A Fra France
W Avi Aviano
A Gre Greece
F Izm Izmir
W Inc Incirlik
--------------------------------------------
RU Russia Purple
W Kal Kaliningrad
A Sve Sverdlovsk
A Mos Moscow
W Kra Krasnodar
--------------------------------------------
IN India Orange
W Mum Mumbai
A Del Delhi
--------------------------------------------
IS Israel Cornflower Blue
W Isr Israel
--------------------------------------------
US US Navy Navy Blue w/ Red Outline
F Nap Naples
F Kuw Kuwait
--------------------------------------------
Special Rules per Neutral Power Regarding DPNeutral units, whether Nuclear or Minor, have some "quirks" to their behavior. Because they aren't directly controlled by a single human player, there are some limitations and alterations to what orders they can carry out (and likewise, who can give them those orders via DP).
Some of these rules vary from power-to-power, as you will read below.
Default Orders for Libyan Neutral ArmiesLibya is a minor Neutral power with two units. Instead of defaulting to Hold each turn, their default disposition is to support one another to hold.
Specifically, if Minor Neutral armies for
both Benghazi & Tripoli are on the map at start of the Orders phase, then their default orders are:
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A Ben S Trp H
A Trp S Ben H
If Benghazi is vacant or occupied by another power, the Libyan Army in Tripoli will default to a Hold order instead (and vice versa).
Limitations on DP Orders for Neutral & Nuclear PowersBecause a neutral unit has no way of detecting whether they are being "lied" to, some limits are in place to mitigate neutral units' built-in gullibility.
There are 4 categories of limitations that may apply. Not every category applies to every neutral unit or power.
Categories of Limitations- X Cannot Attack Y
- This limitation means that a unit of X power cannot be ordered to attack, support an attack, or convoy an attack on a unit of Y power.
- In most cases, X and Y are the same power.
- No Individual DP Deception (all except US Navy)
- This limitation means that a unit cannot be allocated DP by a player power during the same turn that player is attacking, supporting an attack, or convoying an attack on that unit.
- No Collective DP Deception
- This means that a unit cannot be granted DP by a player power during the same turn that player is attacking, supporting an attack on, or convoying an attack on any unit belonging to that neutral power.
- No Self-Disrupt (US Navy only)
- This means that even though a US Navy unit may be ordered to attack or support an attack on the other US Navy unit, the support or attack may be voided if it would cause the targeted unit to be disrupt.
- This rule is intended to be similar to the standard rule from Diplomacy that prevents a player from Dislodging their own unit.
- X Cannot Disrupt/Dislodge Protected Player (Option B only)
- This limitation only applies if using Option B from the Optional Rules section.
- This means that Player Powers that have 5 Favor with Nuclear Power X on its Favor Tracker at the beginning of the Orders Phase are treated as Protected allies of X power.
- Units belonging to the Protected player may not be dislodged or disrupted by X power.
- A unit of X power may be ordered to attack or support an attack on the Protected Player's unit. However, the support or attack will be voided if it would cause the targeted unit to be disrupted or dislodged.
The following lists lay out which of the above categories apply to which Nuclear and Minor powers.
Nuclear Power Limitations by Power- India
- India Cannot Attack India
- No Individual DP Deception
- No Collective DP Deception
- India Cannot Disrupt/Dislodge Protected Player (Option B only)
- Israel
- No Individual DP Deception
- Israel Cannot Disrupt/Dislodge Protected Player (Option B only)
- NATO
- NATO Cannot Attack NATO
- No Individual DP Deception
- No Collective DP Deception
- NATO Cannot Disrupt/Dislodge Protected Player (Option B only)
- Russia
- Russia Cannot Attack Russia
- No Individual DP Deception
- No Collective DP Deception
- Russia Cannot Disrupt/Dislodge Protected Player (Option B only)
- United States Navy
- US Navy Cannot Attack NATO
- US Navy Cannot Attack Israel
- No Self-Disrupt
- US Navy Cannot Disrupt/Dislodge Protected Player (Option B only)
- Also: The US Navy cannot be given a move order to Astrakhan, preventing those fleets from entering the Russian Unified Deep Water System.
Minor Power Limitations by Power- Libya (Benghazi & Tripoli)
- Libya Cannot Attack Libya
- No Individual DP Deception
- No Collective DP Deception
- Afghanistan
- No Individual DP Deception
- Afghanistan was in the middle of a civil war in the 1990's, so it is not to be treated as a unified power.
- Treat Kabul and Kandahar as separate and independent minor units.
- Czechoslovakia & Sudan
- No Individual DP Deception
- These powers are broken up into 2-3 provinces, but this has no impact on game rules.
- Khartoum & Prague should be treated as ordinary minor units.
- All Other Neutrals
- No Individual DP Deception
Table of Abbreviations- Code: Select all
Abbr. Full Name VP
----------------------------
AdA Addis Ababa 2
Adr Adriatic Sea
Aeg Aegean Sea
Akm Akmola
Akt Aktau 2
Alb Albania 1
Alx Alexandria 2
Alm Alma-Ata 2
Ara Arabian Sea
Arm Armenia
Ast Astrakhan
Asw Aswan 1
Aus Austria 1
Avi Aviano
Aze Azerbaijan 1
Blo Balochistan
Bal Baltic Sea
BSt Baltic States 1
Blr Belarus 1
Bgd Belgrade 2
Ben Benghazi 1
Bla Black Sea
Buc Bucharest 2
Bul Bulgaria 1
Cai Cairo 2
Cas Caspian Sea
Cha Chad
Che Chechnya
Cre Crete
Cro Croatia 1
Dag Dagestan
Dmm Dammam 1
Dar Darfur
Del Delhi
Den Denmark
DiD Dire Dawa 2
Dji Djibouti
EGe East Germany
Equ Equatoria
Eri Eritrea 1
Fez Fezzan
Fin Finland
Fra France
Gda Gdansk 2
Geo Georgia 1
Gre Greece
Guj Gujarat
GAd Gulf of Aden
GAn Gulf of Antalya
GOm Gulf of Oman
Hun Hungary 1
Ias Iasi 2
Inc Incirlik
Ind Indian Ocean
Ion Ionian Sea
Irq Iraq 1
Isl Islamabad 2
Isr Israel
Ist Istanbul
Izm Izmir
Jor Jordan 1
Kab Kabul 1
Kal Kaliningrad
Kan Kandahar 1
Kch Karachi 2
Kgd Karaganda
Kas Kashmir
Khk Kharkiv 2
Khm Khartoum 2
Kho Khorasan
Khu Khuzestan
Kra Krasnodar
Kuw Kuwait
Kyv Kyiv 2
Kyr Kyrgyzstan
Leb Lebanon
Len Leningrad
Lev Levantine Sea
Lib Libyan Sea
Lvi Lviv
Mac Macedonia
Mec Mecca 1
Mol Moldova 1
Mon Montenegro
Mos Moscow
Mum Mumbai
Naj Najran
Nap Naples
Niz Nizhny Novgorod
Ode Odessa
Ols Olsztyn
Olt Oltenia
Oma Oman
Per Persian Gulf
Pes Peshawar 2
Poz Poznan
Pra Prague 2
Pri Pristina 1
Qat Qatar
Ram Ramstein
Red Red Sea
Riy Riyadh 1
Saj Sarajevo 2
Azo Sea of Azov
Sev Sevastapol 1
Shi Shiraz 1
Sin Sinai
Svk Slovakia
Svn Slovenia
Soa Somalia 1
Sod Somaliland
Sve Sverdlovsk
Swi Switzerland
Syr Syria 1
Tbz Tabriz 2
Tbk Tabuk
Taj Tajikistan
Teh Tehran 2
Tra Transylvania
Trp Tripoli 1
Tun Tunisia
Tkm Turkmenistan 1
TyS Tyrhennian Sea
UAE United Arab Emirates 1
Uzb Uzbekistan 1
War Warsaw 2
WDe Western Desert
WMd Western Mediterranean Sea
Yem Yemen 1
Works CitedTBD: I am making a list of all the media sources I used to build this variant's map and its units. The vast majority are Public Domain, and the others are Creative Commons (or an equivalent license). I should have posted this earlier, since I like to properly give credit where credit is due, but it got a bit lost in the mix.