Selfmades |
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Realpolitik-Files |
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Rulemodifications |
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styling, corrections |
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testet |
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Arab, as the name suggests, plays on the Arabian peninsula. A very exciting variant demanding lots of diplomatical talent. |
Asia IV is another map variant of Standard, which has been adapted by gS for Realpolitik. Those interested in displaying their talent on a new map with normal rules should have a second look... |
Attention colonial powers! The variant Colonial, starting 1870, is a showdown between the colonial powers England, France and the Netherlands and the Asian powers Russia, China, Japan and Turkey. See yourself... |
Maharajah: Set in the Indian subcontinent David E. Cohen has created a very challenging variant. While the variant still feels like Standard, there are some interesting new rules like navigable rivers, that allow for convoys und conquest of new home scs. |
Mandate of Heaven a variant full of new, interesting rules. It features normal, nomadic and neutral powers. While the nomads have to fight hard getting the status of a normal power, neutrals are controlled by all players until their activation. After activation former neutrals have to be played by a new player. A complex but interesting variant... |
Selfmade: Oceania is the newest gS variant offering lots of new features to those willing to test it. The most interesting new feature probably is the possibility to directly hop between islands with an army (no fleets needed). Before playing this variant better take a look at the info text. |
Sengoku is set in Japan during the 16th century. Apart from the Chaos build mode (building is allowed in every owned center) Sengoku features neutral units. Drawing is frowned upon in this variant as there can only be one Shogun... |
South East Asia isn't exactly a sc rich map. The seven powers have to struggle for scs from the very beginning as there are only 11 neutral scs. Diploming and tactics at their best are needed and in case that doesn't help there's always the next ally.... |
Granted this map isn't exactly a feast for your eyes, but don't let that distract yourself from the fact that Youngstown is a very interesting variant, that even allows travelling around the globe with its offboard boxes. |
This 8 player variant was developed in 1990 during the Iraqi invasion of Kuwait. Set at and around the arabic peninsula it illustrates that there is not much room in this region of the world. To play this variant you will definitely need good nerves and a lot of trust for some of your fellow players. For more details take a look at Roland Isakssons Website where you can find out more about geographical features and as well will find lots of EoG's.
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Colonial Diplomacy © Avalon Hill (New map design: Frank Bacher for gS.net) The only commercially published variant, set in the Far East and Middle East, begins at the end of the colonial era in 1870 and features the following nations: Russia, Turkey, Japan, China, Dutch East-India, French Indochina and the widely stretched British Empire. As the placement of units and and names in the original RP variant files were very confusing we modified these and offer you our enhanced version for download here. |
This map and rule variant has some really interesting features. It begins 369 B.C. and is set in China. Specials include a nomadic power, starting the game without actually owning an sc, navigable rivers and last but not least armed neutrals who will do whatever a majority of the players with a majority of units on the board tells them to do. If one of these neutral powers grows to 3 or more sc's a new(!) player will be called in to take over the former neutral power. If a unit is completely surrounded by enemy forces it has to be attacked with one more unit than in a "normal combat" where valid retreats are possible. For more detailed information please refer to David E. Cohens Website Diplomiscellany or the infotext.
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gS-selfmade:
Oceania © 2003, Frank Bacher
Oceania
is a seven player Diplomacy variant. The reasoning behind these rules is that in our time movement from one island chain to another is easily possible by air, be it helicopters or water planes or whatever. Consequently fleets can't be transported by air and have to move between Island chains at "a slower pace". Here you find the original info-text of this variant and the download of the Realpolitik variant-files. This variant was playtested a few times. Here are the Realpolitik-files: Oceania I, Oceania II, Oceania III If you wish to contact the designer send e-mail to: bacher@graue-substanz.net; Any questions, comments and/or suggestions are welcome. |
Sengoku (final version) © Benjamin Hester (Realpolitik-Adaption of "final version" by Mario Huys) Sengoku is an eight player variant set in the Japan of the 16th century. It features 8 holding neutrals which can be supported while holding but cannot move. Sengoku is played in chaos build mode what means a player can build in any previously owned center without regard to whether he still possesses a home center or not. Drawing or sharing victory isn't possible in this variant. In case that the players draw the game the GM chooses a winner as there can only be one Shogun! GS provides the "final version" of Sengoku, which presents a much more balanced gameplay: Variant file download (final version)
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