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The normal rules of the game of Diplomacy apply, with the following additions,
exceptions, and clarifications.
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The standard map is replaced by the a global map roughly representing the
political state of the world in the mid-19th century.
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There are thirteen great powers: Britain, France, Russia, Holland,
Turkey, China, Prussia, Austria, Japan, USA, CSA, Mexico, and Brazil.
Powers begin the game with a number of units representing their relative
strengths in the middle of the nineteenth century, and many powers begin
with far-flung units in their historical colonial territories.
Austria |
Army Vienna
Army Venice
Army Budapest
Fleet Croatia
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Brazil |
Fleet Recife
Army Brasilia
Army Oliveira
Fleet Rio de Janeiro
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Britain |
Army Delhi
Fleet Gibraltar
Fleet London
Fleet Falkland Islands
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Fleet Aden
Fleet Bombay
Fleet Singapore
Fleet Nova Scotia
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Army Dublin
Army Quebec
Army Vancouver
Fleet Hong Kong
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Army Perth
Fleet Edinburgh
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China |
Army Peking
Army Shanghai
Army Manchuria
Army Canton
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Army Wuhan
Army Chungking
Army Sinkiang
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CSA |
Army Richmond
Army Atlanta
Army Austin
Army New Orleans
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France |
Army Paris
Fleet Nantes
Army Cambodia
Fleet Society Islands
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Fleet Corsica
Fleet Cayenne
Fleet Monrovia
Army Grain Coast
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Army Marseilles
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Holland |
Fleet Holland
Fleet Ceylon
Fleet Sumatra
Fleet Cape Town
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Fleet Java
Army Transvaal
Army Borneo
Army Paramaribo
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Japan |
Army Edo
Fleet Sapporo
Fleet Okinawa
Fleet Kagoshima
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Mexico |
Fleet Merida
Fleet Mazatlan
Army Mexico City
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Prussia |
Army Berlin
Army Prussia
Army Silesia
Army Ruhr
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Russia |
Army Warsaw
Army Georgia
Army Orenburg
Fleet Port Arthur
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Army Irkutsk
Fleet Sevastopol
Army Anchorage
Fleet St Petersburg/sc
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Army Omsk
Army Moscow
Army Vladivostok
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Turkey |
Fleet Angora/nc
Fleet Cyprus
Fleet Baghdad
Army Constantinople
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Army Sofia
Army Cairo
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USA |
Army Detroit
Army Chicago
Fleet Oregon
Army Washington DC
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Fleet New York
Army San Francisco
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The standard game phases (Spring, Fall, Winter) are used, with the first
game-phase being Spring, 1861.
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A short game requires a player to possess 70 supply centers at the beginning
of any Winter Adjustments phase. A long game requires a player to possess 84
supply centers.
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A power may build in any vacant supply center it owns, as long as that
supply center is either one of his own home supply centers, or is the home
supply center of any other power.
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Impassable Spaces.
The following areas are impassable: Great Lakes, Rocky Mountains, Andes,
Switzerland, Sahara Desert, and Himalayas. These areas are exactly like
Switzerland in standard Diplomacy.
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Island Chains.
Island Chains are coastal territories that may be entered through any adjacent
sea zones. They may be occupied by either armies or fleets. However, they do
not act like canals. The island chain spaces are:
Hawaiian Islands, Galapagos Islands, Society Islands, Bahamas, Virgin Islands,
Azores, Cape Verde Islands, Falkland Islands, South George Island, Corsica,
Crete, Seychelles, Maldives, Andaman Islands, Okinawa, Carolines, Marshalls,
Fiji, and New Zealand. For example, a Fleet in the Andaman Islands may move
to Gulf of Manaar, Bay of Bengal, Andaman Sea, or the East Indian Ocean.
Similarly, a Fleet in Gulf of Manaar may convoy an Army to the Andaman
Islands. However, a Fleet in Gulf of Manaar may not move to Andaman Sea.
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Large Island Chains.
Large Island Chains are essentially two coastal provinces surrounded by water
and attached by a land bridge. Both armies and fleets may move from island to
island. However, a fleet may not move from one sea zone to another on the
opposite side of the Large Island Chain. The two Large Island Chains are
Cuba/Haiti and Luzon/Mindanao).
For
example, Luzon is attached to Luzon Strait, Philippine Sea, Bismark Sea, and
Mindanao. An Army may move from Luzon to Mindanao. A Fleet may move from
Luzon to Mindanao. A Fleet may move from Luzon to Luzon Strait. However,
a Fleet may not move from Bismark Sea to Luzon Strait.
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The Bosphorous.
The player that owns Constantinople (and only that player) may
move a fleet directly from the Black Sea to the Aegean Sea, or vice-versa.
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Land Bridges.
There are a number of land bridges on the map. These are pairs of land
provinces which, although separated from each other by water, still allow
both army and fleet movement from one to the other. The land bridges are:
Victoria/Vancouver, Victoria/Washington, Detroit/Minnesota, Nova Scotia/Quebec,
Atlanta/Bahamas, Bahamas/Cuba, Cuba/Haiti, Hait/Virgin Islands,
Dublin/Edinburgh, Gibraltar/Morocco, Denmark/Norway, Denmark/Sweden,
Cypress/Angora, Cypress/Syria, Singapore/Malaysia, Luzon/Mindanao,
Kagoshima/Edo, Edo/Sapporo, and Sakhurlin/Vladivostok.
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Wraparound.
Some sea zones can be found on both the left and the right side of the map.
These are actually the same sea zones on both ends of the map. So in effect,
a fleet coming from Kuril Sea could move into the Westerlies on the right side
of the map and be adjacent to the Hawaiian Islands on the left side of the map.
The wraparound spaces are: Bering Sea, Westerlies, West Pacific, Equatorial
Counter Current, South West Pacific, and Antarctic Pacific.
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