2018 TTT: Ambition & Empire Transcribed Rules

10-player variant with minor neutral units and DP. First round of the 2018 Tournament Through Time. GM'ed by NoPunIn10Did.

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2018 TTT: Ambition & Empire Transcribed Rules

Postby NoPunIn10Did » 19 Dec 2017, 20:37

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Transcribed Rules: Ambition & Empire

Original Design by Jeffrey S. Kase & B.M. Powell
Version 6.0 Redesign by W. Alex Ronke, Jeffrey S. Kase, & B.M. Powell
Rules transcribed to the PlayDiplomacy forums by W. Alex Ronke (NoPunIn10Did)

Purpose
This thread contains a transcribed copy of the rules for Ambition & Empire version 6. Consult the PDF copy of the rules for a more complete version along with the Common Ruleset for DP-based Variants, which contains a minor change to the rules PDF regarding the adjudication of sorties.

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INTRODUCTION

Ambition & Empire is a Diplomacy variant for ten players set in Europe in 1763. A player achieves victory when he or she controls at least fifteen supply centers (hereafter SCs) and that player has the most SCs of any player.

Except as otherwise indicated, the rules of standard Diplomacy apply.

VICTORY CONDITIONS

As soon as exactly one Great Power controls at least 15 SCs, the game ends immediately and the player representing that Great Power is the winner.

If two Great Powers each gain control of 15 or more SCs at the same time, the player representing the Great Power with the most SCs is considered the winner. If the two Great Powers each control the same number of SCs, the game continues until one player has 15 or more SCs and that player has more SCs than any other player.

SPECIAL RULES

Starting Date
The first turn of the game is Spring of 1763.

Minor Power Units
Unlike the minor powers in standard Diplomacy, which do not have units, the minor powers in Ambition & Empire each have either an army or a fleet. See MINOR POWERS to determine what type of unit each minor power has.

Minor power units prevent the Great Powers from simply moving into an unconquered minor power SC without support. To occupy a minor power, a Great Power needs to move in with support.

If a Great Power attacks a minor power and dislodges the minor power’s unit, the GM immediately disbands the minor power unit. If a Major Power moves a unit into an unconquered minor realm and then either moves, retreats, or disbands that unit before the Major Power establishes control of the minor power, the GM rebuilds the minor power’s unit as part of the adjustments that take place during the Fall turn.

The Great Powers may use Diplomacy Points to gain control of a minor power.

Diplomacy Points
See Also: the Common DP ruleset

DPs are an abstract representation of the financial, military, and political resources each Monarch has at his or her disposal.

At the start of each Spring and Fall turn, each player receives one DP for each SC he or she controls, up to a maximum of three DPs per turn.

Players use their DPs to influence the actions of minor powers. Players allocate their DPs when they submit their movement orders for the Spring and Fall turns. Each player may allocate none, some, or all his or her DPs each Spring or Fall turn. For each DP he or she allocates, the allocating player submits an order telling the GM how to use the DP (i.e., to have a minor power unit hold, move, or support). A player may consolidate all his or her DPs, if he or she allocates more than one, into a single order.

Players may not carry DPs they do not use over into the next turn. DPs players do not use are simply lost.

Players do not have to tell each other how they allocated their DPs or honor their agreements with each other. Only the GM will know how the players allocated their DPs. The GM does not publish DP allocations in the adjudication. Instead, the GM only publishes the results.

If, during a Spring or Fall turn, a player allocates more DPs than he or she is entitled to, that player loses all his or her DPs for that particular turn.

Gaining Control of Minor Power Units

The GM examines how the players allocated their DPs. If only one player allocated DPs to a particular minor power, that player gains control of that minor power. In the event that multiple players submit orders to the same minor power, the GM publishes the order with the most DP support. If no single order for a particular minor power unit has more DP support than any other order for that unit, the minor power unit holds.

The GM publishes the order for a minor power unit that has the most DP support just as the Monarch or Monarchs wrote the order. This is true even if the order is invalid or void, in which case the minor power unit holds.

Minor Power Unit Movement Orders (the "Sortie")

While players may order a minor power unit to move or attack an adjacent space (or a non-adjacent space via convoy), a minor power unit will never end the turn outside of its original location (aside from being dislodged). This means that a minor power unit can move (i.e., “sortie”) to cut support or bounce another unit, but it cannot end the turn in a different space than it started the turn in.

Notes on adjudication of unopposed sorties
For the Tournament Through Time, an unopposed minor power unit's move order which might otherwise succeed will still bounce. What this means from a practical standpoint is that a unit with an unopposed sortie is not eligible to receive support-to-hold. Also, the location where that unit bounced is not to be considered an eligible retreat location for any units dislodged during that orders phase.

Limitation on DPs
If a Great Power is attacking (or supporting an attack on) a minor power, that Great Power may not allocate DPs to that minor power during the turn the attack or support is taking place. This rule prevents a Great Power from allocating DPs to a minor power for the purpose of having the minor power unit move, thereby making it ineligible to receive support during the Great Power’s attack on that minor power.

The Religious Rule
In recognition of the religious divisions in Europe and the Mediterranean world in 1763, the Religious Rule restricts what Great Powers may order minor powers to do. Players may allocate DPs to any minor power in the game. However, the restrictions below apply.
  • The Papal States army may only hold, attack/move ("sortie") to an adjacent space that is either empty or contains a non-Catholic unit at the start of the turn, or support another Catholic unit.
  • An Islamic minor power may not support an attack by a Christian unit into a space occupied by an Islamic unit at the start of a turn.
  • A Christian minor power may not support an attack by an Islamic unit into a space that is occupied by a Christian unit at the start of a turn.
  • For gameplay purposes, Orthodox and Protestant units are equivalent; they are both considered Christian and non-Catholic. Additionally, the distinction between Catholic Christian units and all other Christian units matters only when players consider orders for the Papal States army (see the first bullet above).
See THE GREAT POWERS and THE MINOR POWERS for a list of which powers’ units are Islamic or Christian, as well as whether the Christian units are Protestant, Catholic, or Orthodox.

Build Limit
Regardless of the number of vacant home SCs a great power possesses, no great power may build more than three units per Winter adjustment phase.

Austria & Southern Netherlands
Even though it is a starting SC for the Habsburg Empire, the Southern Netherlands (SNe) is not a home SC for Austria. Austria may not build units in the Southern Netherlands. This is the only SC on the map in which the initial controlling Great Power may not build.

Additional Home Supply Centers (SCs)
Every Great Power, with the exception of Great Britain & Hanover, has the ability to convert one or two of the SCs they conquer into additional home SCs. These new home SCs are locations from which the Great Powers may potentially build units in future turns. At no point will any great power have more than four home SCs.

Additional home SCs are either predetermined or elective.

Predetermined additional home SCs recognize of the fact that some minor powers have significant dynastic or cultural ties to certain Great Powers. When the identified Great Power actually controls the minor power with ties to it, that minor power’s SC can become an additional home SC for the Great Power for the remainder of the game. The list of predetermined additional homes SCs is as follows:
  • Algiers may become a home SC for Turkey.
  • Courland may become a home SC for Poland-Lithuania & Saxony.
  • Crimea may become a home SC for both Russia and Turkey depending on which rival Great Power controls it during the game.
  • Tunis may become a home SC for Turkey.
  • Tuscany may become a home SC for Austria.
  • Two Sicilies may become a home SC for Spain.
As noted above, Turkey has three potential predetermined additional home SCs: Algiers, Crimea, and Tunis. Because of the limit of four home SCs per Great Power, only two of these three SCs may become Turkish home SCs during a particular game. The Turkish player turns a potential predetermined home SC into an actual home by building in it. After Turkey has built in two of these three SCs, the third SC, should Turkey control it, may never become a Turkish home SC. This is true even if Turkey subsequently loses one or both of the predetermined additional home SCs it built in earlier.

Elective additional home SCs do not have significant dynastic or cultural ties to the Great Power that controls them. Instead, they represent minor powers that the controlling Great Power has incorporated into its own military forces. Much like Turkey determines which of its potential predetermined additional home SCs become actual home SCs by building in them, some Great Powers can turn SCs they conquer into additional home SCs by building in them.

  • The first conquered SC that France, Prussia, Poland-Lithuania/Saxony (other than Courland), or Spain (other than Two Sicilies) builds in becomes a home SC for that Great Power.
  • The first two conquered SCs that Denmark-Norway and Sweden build in become home SCs for those Great Powers
After a Great Power identifies an elective home SC by building in that SC, that SC remains a home SC for that Great Power for the duration of the game.

A Great Power’s elective home SC (or SCs) may be either a minor power or the home SC of another Great Power. If the new home SC was originally another Great Power’s home SC, it functions as the home SC for whichever of the rival Great Powers controls it during the game.

A home SC that belonged to a Great Power at the beginning of the game will not count as an elective SC for that original owner; i.e. building a unit in a recaptured home SC does not preclude that Great Power from later acquiring another additional home SC during the game.


CIVIL DISORDER

Note: For the Tournament Through Time, the GM will not allow any power to fall under permanent civil disorder. It is the responsibility of that power's Dynasty to provide a substitute. If they cannot, the GM will assign a substitute to them. As such, the section of rules below should not come into play during this session of Ambition & Empire. It isn't exactly a change in the variant rules so much as it covers a case that will not occur by definition. See the House Rules for further details.

If a player is lost during the game, the GM should attempt to find a replacement player for the affected Great Power rather than have that Great Power lapse into civil disorder. In the event the GM cannot find a replacement player and declares the Great Power to be in permanent civil disorder, the following rules apply:
  • The GM immediately disbands all units of the Great Power in civil disorder.
  • All unoccupied SCs the former Great Power controlled become newly independent minor powers.
  • The GM builds minor power units in the newly independent minor powers. The minor power units will be armies or fleets depending on the type of unit that was in that SC at game-start.
  • New minor powers share the religious affiliation of the former Great Power.
  • If a unit belonging to another Great Power occupies a SC the former Great Power controlled at the time it went into CD, that SC does not immediately become a new minor power. If the occupying Great Power moves its unit out of the former Great Power’s SC so that the SC is unoccupied at the conclusion of a Fall turn, the SC does become a new minor power and the GM builds the appropriate unit there during Winter adjustments.
  • For the remainder of the game, all newly independent minor powers are subject to the provisions of MINOR POWERS. In particular, this means Great Powers can influence the new minor powers by using DPs.
  • After the GM declares a Great Power to be in permanent civil disorder, another player may not take it over.


NOTES ON MAP

Holstein
There is no canal where Kiel is located in standard Diplomacy. Instead, Holstein (Hst) has a split coastline.

Lake Ladoga
Lake Ladoga, the Russian body of water adjoining the spaces of St. Petersburg, Novgorod Territory, Karelia, and Moscow, is impassable. A unit may not move from St. Petersburg to Novgorod Territory or vice versa. Similarly, a unit may not move from Karelia to Moscow or vice versa.

Islands
The Island of Sicily is an integral part of the “Two Sicilies” space and is not a separate space of its own. The Islands of Crete, Iceland, Ireland, and Sardinia are passable spaces and units may move to them. The numerous unnamed islands on the map (e.g., Corsica, Cyprus, Majorca, Rhodes, etc.) are not playable. Two spaces on the map, the SC Savoy and the Island of Sardinia, together represent the Kingdom of Sardinia, a minor power.

Courland & Koenigsberg
Courland and Koenigsberg border each other. This means that Lithuania is cut off from the Baltic Sea and is impassable for fleet movement purposes.

Straits of Gibraltar & Moyle
Gibraltar is a sea space. Gibraltar does not break the coast of either Andalusia or Morocco in two. Armies and fleets may move back and forth between Edinburgh-Ireland and Andalusia-Morocco using the crossing points the arrows on the map indicate. Armies do not require a convoy to make this move.

Units may not move or retreat between Edinburgh and Ireland if a fleet belonging to a different Great Power is in the Irish Sea at the start of movement or prior to retreats.

Likewise, a fleet belonging to another Great Power that is in Gibraltar at the start of movement or prior to retreats blocks a unit’s movement or retreat between Andalusia and Morocco.

Smyrna & Constantinople
Smyrna has two coasts: a north coast that borders the Black Sea and a south coast that borders the Aegean Sea and Eastern Mediterranean Sea. During Movement, Retreat, and Build phases, all Great Powers must specify the Smyrna coast that their fleets are moving to, retreating to, or being built on, just as they would any other space with two coasts.

Fleets belonging to the Great Power that controls Constantinople (Turkey at the beginning of the game) may treat the two Smyrna coasts as if they are a unified coastline. The unified coastline does not eliminate the requirement for the Great Power that controls Constantinople to identify that part of the unified coastline, north or south, its fleet moves to, retreats to, or is built on.

Example A
Turkey controls Constantinople at the beginning of 1768. During the Spring 1768 turn, Turkey orders F Black Sea to Smyrna (sc). This order would be invalid for any other Great Power because only Turkey currently controls Constantinople.

During the Fall 1768 turn, Turkey can order F Smyrna (sc) to Armenia, Black Sea, Constantinople, Aegean Sea, Eastern Mediterranean Sea, or Syria.

It may alternatively provide support to units in any of those locations or support other units’ movement to those locations.

Example B
Continuing Example A, Austria gains control of Constantinople at the end of the Fall 1768 turn. The loss of Constantinople means that Turkey must treat Smyrna like it has two coasts.

The Turkish fleet on Smyrna’s south coast can now only move to or support action in Constantinople, Aegean Sea, Eastern Mediterranean Sea, or Syria. The Black Sea and Armenia are now off limits to Turkey’s F Smyrna (sc).
Last edited by NoPunIn10Did on 14 Feb 2018, 17:14, edited 9 times in total.
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Re: 2018 TTT: Ambition & Empire Transcribed Rules

Postby NoPunIn10Did » 19 Dec 2017, 20:37

Powers, Maps, & Abbreviations

THE GREAT POWERS

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Great Britain & Hanover (BH)
  • Color: Dark Blue
  • Religious Affiliation: Christianity - Protestant
  • Starting SCs:
    1. London
    2. Edinburgh
    3. Liverpool
    4. Hanover
  • Home SCs:
    1. London
    2. Edinburgh
    3. Liverpool
    4. Hanover
  • Starting Units:
    1. F London
    2. F Edinburgh
    3. F Gibraltar
    4. A Hanover
NOTE: Gibraltar is not a supply center (SC), although a fleet starts there. Liverpool is a SC for Britain, though no unit begins the game there.

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Denmark-Norway (DN)
  • Color: Puce
  • Religious Affiliation: Christianity - Protestant
  • Starting SCs:
    1. Christiania
    2. Copenhagen
  • Home SCs:
    1. Christiania
    2. Copenhagen
    3. also 2x elective SCs
  • Starting Units:
    1. F Christiania
    2. F Copenhagen
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France (FR)
  • Color: Vivid Blue
  • Religious Affiliation: Christianity - Catholic
  • Starting SCs:
    1. Paris
    2. Marseilles
    3. Brest
  • Home SCs:
    1. Paris
    2. Marseilles
    3. Brest
    4. also 1x elective SC
  • Starting Units:
    1. A Paris
    2. A Marseilles
    3. F Brest
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Habsburg Empire (Austria) (HA)
  • Color: Yellow
  • Religious Affiliation: Christianity - Catholic
  • Starting SCs:
    1. Vienna
    2. Buda
    3. Milan
    4. Southern Netherlands
  • Home SCs:
    1. Vienna
    2. Buda
    3. Milan
    4. also Tuscany
  • Starting Units:
    1. A Vienna
    2. A Buda
    3. A Milan
    4. A Southern Netherlands
NOTE: Southern Netherlands is not a Home SC for Austria; Austria may not build units there.

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Ottoman Empire (Turkey) (OT)
  • Color: Red
  • Religious Affiliation: Islam
  • Starting SCs:
    1. Constantinople
    2. Smyrna
  • Home SCs:
    1. Constantinople
    2. Smyrna
    3. also 2x of Algiers, Tunis, or Crimea
  • Starting Units:
    1. F Constantinople
    2. A Smyrna
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Prussia (PR)
  • Color: Midnight Blue
  • Religious Affiliation: Christianity - Protestant
  • Starting SCs:
    1. Berlin
    2. Breslau
    3. Koenigsberg
  • Home SCs:
    1. Berlin
    2. Breslau
    3. Koenigsberg
    4. also 1x elective SC
  • Starting Units:
    1. A Berlin
    2. A Breslau
    3. A Koenigsberg
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Poland-Lithuania & Saxony (PS)
  • Color: Pink
  • Religious Affiliation: Christianity - Catholic
  • Starting SCs:
    1. Warsaw
    2. Dresden
  • Home SCs:
    1. Warsaw
    2. Dresden
    3. also Courland & 1x elective SC
  • Starting Units:
    1. A Warsaw
    2. A Dresden
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Russia (RU)
  • Color: Light Green
  • Religious Affiliation: Christianity - Orthodox
  • Starting SCs:
    1. Moscow
    2. Kiev
    3. St. Petersburg
  • Home SCs:
    1. Moscow
    2. Kiev
    3. St. Petersburg
    4. also Crimea
  • Starting Units:
    1. A Moscow
    2. A Kiev
    3. F St. Petersburg
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Spain (SP)
  • Color: Burgundy
  • Religious Affiliation: Christianity - Catholic
  • Starting SCs:
    1. Madrid
    2. Barcelona
  • Home SCs:
    1. Madrid
    2. Barcelona
    3. also Two Sicilies & 1x elective SC
  • Starting Units:
    1. A Madrid
    2. F Barcelona
Image
Sweden (SW)
  • Color: Cerulean
  • Religious Affiliation: Christianity - Protestant
  • Starting SCs:
    1. Stockholm
    2. Abo
  • Home SCs:
    1. Stockholm
    2. Abo
    3. also 2x elective SCs
  • Starting Units:
    1. F Stockholm
    2. A Abo

THE MINOR POWERS

The following is a list of units belonging to the "minor powers," which are non-player neutral Supply Centers representing the smaller states of Europe and North Africa.

  1. F Algiers (Alg)
    • Religion: Islam
    • Designated Home SC for Turkey
  2. A Baden-Wuerttemberg (BaW)
    • Religion: Christianity (Protestant)
  3. A Bavaria (BaW)
    • Religion: Christianity (Catholic)
  4. F Courland (Cou)
    • Religion: Christianity (Protestant)
    • Designated Home SC for Poland-Lithuania & Saxony
  5. A Hesse-Westphalia (HeW)
    • Religion: Christianity (Protestant)
  6. A Crimea (Cri)
    • Religion: Islam
    • Designated Home SC for Turkey or Russia
  7. A Mecklenburg (Mek)
    • Religion: Christianity (Protestant)
  8. F Morocco (Mor)
    • Religion: Islam
  9. A Papal States (Pap)
    • Religion: Christianity (Catholic)
    • See "The Religious Rule" for further information on how the Papal States may interact with other Catholic units
  10. F Portugal (Por)
    • Religion: Christianity (Catholic)
  11. A Savoy (Sav)
    • Religion: Christianity (Catholic)
  12. A Switzerland (Swi)
    • Religion: Christianity (Protestant)
  13. F Tunis (Tun)
    • Religion: Islam
    • Designated Home SC for Turkey
  14. A Tuscany (Tus)
    • Religion: Christianity (Catholic)
    • Designated Home SC for Austria
  15. F Two Sicilies (TwS)
    • Religion: Christianity (Catholic)
    • Designated Home SC for Spain
  16. F United Provinces (UPr)
    • Religion: Christianity (Protestant)
  17. F Venice (Ven)
    • Religion: Christianity (Catholic)

MAPS

Initial Setup Map
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Full Names Map
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Outlines Only
Image

SPACE NAMES & ABBREVIATIONS

Being based on a map of Europe in 1763, Ambition & Empire has a number of spaces that do not appear on the conventional Diplomacy map. As in Diplomacy, there are twenty sea spaces. However, with few exceptions, the land spaces are radically different, particularly in the east. There are seventy-seven land spaces, of which forty-four are SCs. All spaces on the Ambition & Empire map, along with their abbreviations, appear below. An asterisk (*) annotates SCs.
Code: Select all
Abo*                        Abo
Adriatic Sea                Adr
Aegean Sea                  Aeg
Algiers*                    Alg
Andalusia                   And
Armenia                     Arm
Baden-Wuerttemberg*         BaW
Baltic Sea                  Bal
Barcelona*                  Brc
Barents Sea                 Bar
Bavaria*                    Bav
Black Sea                   Bla
Berlin*                     Ber
Bohemia                     Boh
Bosnia                      Bos
Breslau*                    Brl
Brest*                      Bre
Buda*                       Bud
Burgundy                    Bur
Christiania*                Chr
Constantinople*             Con
Copenhagen*                 Cop
Courland*                   Cou
Crete                       Cre
Crimea*                     Cri
Croatia                     Cro
Dalmatia                    Dal
Dresden*                    Dre
Eastern Mediterranean       Eas
Edinburgh*                  Edi
English Channel             Eng
Gascony                     Gas
Gibraltar (Straits of)      Gib
Greater Poland              GPo   
Gulf of Bothnia             GOB
Gulf of Lyon                GOL
Hanover*                    Han
Helgoland Bight             Hel
Hesse-Westphalia*           HeW
Holstein                    Hst
Iceland                     Ice
Ionian Sea                  Ion
Ireland                     Ire
Irish Sea                   Iri
Karelia                     Kar
Kazan                       Kaz
Kiev*                       Kev
Koenigsberg*                Kon
Languedoc                   Lan
Lapland                     Lap
Leon                        Leo
Lesser Poland               LPo
Lithuania                   Lit
Liverpool*                  Lvp
Livonia                     Lvn
London*                     Lon
Lusatia                     Lus
Madrid*                     Mad
Marseilles*                 Mar
Mecklenburg*                Mek
Mid-Atlantic Ocean          MAO
Milan*                      Mil
Morocco*                    Mor
Moscow*                     Mos
North Atlantic Ocean        NAO
North Sea                   Nth
Norwegian Sea               Nwg
Novgorod Territory          Nov
Papal States*               Pap
Paris*                      Par
Picardy                     Pic
Podolia                     Pod
Portugal*                   Por
St. Petersburg*             StP
Sardinia                    Sar
Savoy*                      Sav
Scania                      Sca
Skaggerak                   Ska
Smyrna*                     Smy
Stockholm*                  Sto
Southern Netherlands*       SNe
Switzerland*                Swi
Syria                       Syr
Tunis*                      Tun
Tuscany*                    Tus
Two Sicilies*               TwS
Tyrol                       Tyr
Tyrrhenian Sea              TyS
United Provinces*           UPr
Venice*                     Ven
Vienna*                     Vie
Wales                       Wal
Wallachia                   Wla
Warsaw*                     War
Western Mediterranean       Wes     
Yorkshire                   Yor
Zaporozh’ye                 Zap
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