Variants: Europe

Selfmades

 
Realpolitik-Files
 

Rulemodifications

 

styling, corrections

 

testet


Sometime in ancient times: Diplomacy during the times of the ancient Romans, Greeks, Carthaginians, Persians and Egyptians is a real challenge. Ancient Med is a very balanced variant for five diplomats.

 

951: And yet another timeframe for a dip variant. Viking is set during the time of the viking raids in Europe. Gameplay is at least as rough as those times must have been if not worse. Enjoy it here....

1454: Renaissance is basically a modification of Standard. It’s starting in 1454 and due to different nations and starting positions this variant supports fast and intense conflicts right from the start. And finally, you’re allowed to occupy Switzerland…

1600: The variant 1600 is a map variant and, as the name suggests, adapts the political scenario of Europe during the 17th century. Although there are no special rules for the variant a look at it should be interesting and rewarding...

 

1618: The variant Thirty Years' War (30jähriger Krieg) takes place during the wars of religious denomination (17th century). It has some neat special features like, navigable rivers, giving movement advanteages under certain circumstances, rivaling denominations (Protestants and Catholics), that (have to) change their denomination. Armies and fleets can be converted into each other at your leisure while Adjustments happen only every second year. Sounds good? Then have a look at it......

1871: Selfmade: DR 1871 (DR = Deutsches Reich = German Empire) offers some very interesting features. Fleets have been replaced by the cavalry, that can move two instead of one field. Have a look at it...

 

1901: Standard One on One uses the same map as Standard but features only two players. No diplomacy isn't much of an asset int this variant of course. If you are interested in showing your tactical and strategical skills this variant is for you.

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.

 

1929: Versailles Advanced is a very special challenge, because apart from the normal scs every power owns from the start, every player gets control over a anonymously played satellite country. Definitly not for the faint of heart!

1939: In Standard seven nations are standing on the edge of World War I. Taking place several years later, 8-player-map 1939.Blitzkrieg takes us to the beginning of the second global conflict. Comparing to Standard, several supply centers and countries are added all over the map, especially in North Africa and Eastern Europe.

1994: Modern virtually is Standard with a modernized map featuring European countries and borders of 1994. More countries and less distance between them makes diploming on this map much harder than in Standard. See yourself....

 

The above mentioned variant Modern with one change: the Aberration build mod. Players now are allowed to build in all free and owned scs as long as they own at least one one home sc resulting in a more balanced and tense game.

Modern III is a revision of the original modern, aiming at a better balance. Changes include new provinces and less starting units. Not that fond of Modern? Try this one (Realpolitik files by gS)...

 

Ancient Med 9

Ancient Mediterranean © 2001, Don Hessong.

ImageThe Ancient Mediterranean is a five-player Diplomacy variant based on the empires that dominated the Mediterranean area during ancient history. The powers are Rome, Carthage, Greece, Egypt and Persia. Much emphasis has been placed on the playability of the variant. As for its historical accuracy, the game depicts a period of history which is quite broad - not a single point in time. The rules are consistent with the normal rules of Diplomacy, with some exceptions.

As this variant is part of Realpolitik a download isn't needed. For more information regarding this variant please have a look at the original infotext.

 

Viking

Viking Diplomacy © Erlend 'Joe' Janbu. (Map redesign by gS) Image

Europe 950 a.d: A chaotic time in which Viking is set. This is reflected through widely spread home centers of all powers. As no power has less than four direct neighbours playing a country in this variant feels a bit like playing Austria in Standard. Without real efforts in diploming with other countries there is no chance of survival. Other specials include holding neutrals and waterways where convoys are possible.

A very complex and difficult variant for very good diplomats.

Infotext

Download

 

Renaissance

Renaissance Diplomacy © Earle Ratcliffe and Michael Cuffaro.

ImageRenaissance Diplomacy by Earle Ratcliffe and Michael Cuffaro.

Renaissance is basically a modification of Standard. As the name says, the game starts in the beginning of the European Renaissance in 1454.

To reflect the historic situation, there are different great powers than in Standard. For example, Spain as a great naval power throws it’s hat in the ring as well as the merchants of Venice.

The great powers start closer to each other than in Standard. This makes this variant more brutal and intense in case of negotiation tactics and soon to be realized stabs. And finally, you’re allowed to occupy Switzerland as a neutral SC.

Download

 

1600

1600 © Tommy Larsson (variant) and Cristiano Corte Restitutti (variant files), clearer map design and new text: Frank Bacher for gS.net

ImageAnother variant set in the 17th century starting in 1600. Nine powers fight a war to dominate Europe. This map variant is a bit more crowded with Denmark, England, France, Habsburg Empire, Ottoman Empire, Poland, Russia, Sweden and Spain taking part than Standard. Germany isn't a power itself in this variant but works as the Balkans do in Standard with lots of neutrals surely a point of conflict. Rules are standard with the exception of some canals allowing Poland and Russia access to the seas. For more information please refer to the infotext.

Conclusion: 1600 simply appeals through various changes in the balance of power if compared with standard.

Interested? Then Download variant files for Realpolitik.

 

30jähriger Krieg (30 years war)

30jähriger Krieg © Arne Senftleben.Image

This variant is set in the Renaissance period. A period in which new conceptions of the world grew and the sciences began to question the idea of an almighty power. But it was as well a time of struggle for the catholic church fighting against the "new" protestantic church. Those developments are exactly what this variant is all about.

Eleven powers fight each other in a war that is about confessions but not solely about confessions. As troops weren't as specialized in these days as they're today it is possible to change an army into a fleet and vice versa (known as Trafo-option). Nations can change their confession as well. How long that change needs is directly affected by that powers sc count.
But there are even more interesting features: All rivers are fully navigable and if a fleet moves downstream it could move two provinces instead of one while moving upstream. Last but not least religious warfare plays a vital role, e.g. if a catholic unit is surrounded by protestantic ones, it changes confessions what has consequences of its own....

These are only some of the features this variant offers. For the exact rules and or additional information please contact the designer Arne Senftleben at arne@xnot.net or take a look at the original infotext if you have some German.

The Realpolitik variant files are provided on Arnes Homepage

 

Deutsches Reich 1871

gS-selfmade: Deutsches Reich 1871 © 2002, Ingolf Emmert.

ImageDeutsches Reich 1871 is a six-player Diplomacy variant.

The map of DR1871 shows the borders of the "Deutsche Reich" (green area) and its direct neighbours (bright beige area) in 1871. The division in territories is based on the borders of the different "national" kingdoms,
dukedoms and principalities.The adjacent countries are neutral thus there are no supply centers to conquer but they give units the permission to cross their countries. For a better playability some kingdoms and dukedoms are subdivided into further provinces.

Because there are no water-areas in this variant, a special unit was added instead of fleets. This cavalry-unit has a two-field movement, thus it can´t reach the adjacent countries of a territory.

Here you find the original info-text of this variant and the download of the Realpolitik variant-files.

 

Standard One on One

The Standard-variant was modified by R. Linka regarding the table top rules for 2 players.Image

Sick of diploming with unreasonable players? Want to play a simple tactictal game of Diplomacy? Then this variant should be your choice. Axis (Germany, Austria-Hungary and Turkey) fighting the Allies (France, Russia, England) while Italy is simply neutral.

Victory criterion is possession of 24 sc's. On a MAC you may encounter difficulties with this criterion as RP stopps at 18. A bug report has been send to Jim van Verth.

Original infotext

Variant file download

 

 

Youngstown

Youngstown © 1990, Ken Lowe. (corrected .map file by gS)

ImageThis 10 player variant contains the standard map with slight modifications plus Asia and the northern and eastern parts of Africa. New powers are China, Japan and India. To travel from one side of the globe to another there are Offboard boxes who bring you for example from Japan directly to the North Atlantic.

This variant is part of the Realpolitik download but once more some minor issues had to be fixed.

Original infotext

Download

 

 

Versailles Advanced

Versailles © Martin KennedyImage

Every great power (Britain, France, Germany, Italy, Poland, Turkey, USSR) dominates an additional satellite province (Czechoslovakia, Egypt, Greece, Rumania, Spain, Sweden,Yugoslavia), which will be randomly assigned to those great powers.

Special is that no one knows which satellite belongs to which great power except for a power's own satellite province of course.

To learn more about this variant or to download the variant files please visit Martin Kennedy's Webpage.

 

 

Blitzkrieg

1939.Blitzkrieg © Stefan Mrdja.Image

In Standard seven nations are standing on the edge of World War I. Taking place several years later, the 8-player-map "1939.Blitzkrieg" takes us to the beginning of the second global conflict.

Blitzkrieg introduces several additional countries and supply centers. You can occupy a lot of new regions on the African continent, as well as many borders are new or different now in Eastern Europe or the Balkan region. This leads to a total amount of 53 supply centers.

Different to Standard, Spain is added as a new great power, Austria is replaced by the Balkans. Furthermore, the English starting position is split up, with two units deployed far from home in Northern Africa.

Download of variant files

 

Modern

Modern © 1995, Vincent Mous.

Image This 10 player variant is played on a map of modern Europe in 1994 and comes with Realpolitik. Every country having a larger population than 30 million (Spain, Poland, Egypt), starts with three units, countries with more than 60 million inhabitants with 4 units (England, France, Germany, Italy, Turkey, Ukraine) and Russia with more than 200 million with five units. Due to the number of countries the map is a bit more crowded what should at least partially be compensated by Switzerland being no longer impassable.

Here a translated excerpt of Germany's EoG from our first game of Modern: This variant guarantees a lot of fun during play but a definite prob are the very long ways to the front in the endgame. Occupying the Med is nearly impossible for Northern powers and vice versa.

We tried to solve this issue with creating a "new" variant called Modern Aberration. Now a power can build in any owned center as long as it owns at least one home sc.

 

Download of Modern Aberration variant files

Modern Aberration infotext

Original infotext

 

Modern Aberration

Build mode modifications by Y. Linka.Image

After our first game of Modern we decided to modify the variant because of the following:

Here a translated excerpt of Germany's EoG from our first game of Modern: This variant guarantees a lot of fun during play but a definite prob are the very long ways to the front in the endgame. Occupying the Med is nearly impossible for Northern powers and vice versa.

We tried to solve this issue with creating a "new" variant called Modern Aberration. Now a power can build in any owned center as long as it owns at least one home sc.

Download of Modern Aberration variant files

Modern Aberration infotext

Original infotext

 

Modern III

Modern III by Ricardo Moraes. Converted for Realpolitik by René Linka and Frank Bacher.

ImageModern III is, as the name indicates a variation of the Modern Map by Vincent Mous. Ricardo tried to balance Modern a bit more by giving each country two home centers (Russia three) to start with. He further modified the surrounding provinces around those home sc's. Every nation has now three times as much provinces as it has centers. Additionally he deleted centers like Monaco and Gibraltar.

Maybe a more balanced version of Modern....

Original Infotext

Download of variant files

 

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