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Old 05-25-2021, 02:35 PM
BaronGrackle BaronGrackle is offline

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Crossed Swords World War Alliance Diplomacy



World War Alliance Diplomacy

Premise
World War Alliance Diplomacy is a two-player variant. Each player controls an alliance system that begins with one Great Power. Through the course of the game, you may recruit other Great Powers through triggered events. The goal is to eliminate the other player’s Great Powers by forcing them into civil disorder.

Basic Gameplay Changes
• Civil Disorder: A nation falls into civil disorder after it disbands two units total, for any reason. A nation in civil disorder is no longer part of a player’s alliance and follows normal rules for civil disorder. This is the way you will eliminate nations from your opponent’s alliance.
• Secret Treaties and Other Triggers: While resolving movement orders, players check to see if any triggers take effect. These triggers will be the way that you recruit neutral nations into your alliance. Most of these triggers are called Secret Treaties, and they are described in sections below.
• Mobilization Orders: When players submit orders for the nations they control, they may also submit Mobilization Orders for any Great Powers that are still neutral. Most of the time, these orders are never seen and have no effect. But if a trigger causes a Great Power to join one of the players, then that player's Mobilization Orders for the Great Power will resolve at the same time as other valid orders. Mobilization Orders can only be for movement or support within a nation's own territory.
• Great, Middle, and Small Powers: There are three types of nations in this variant. The standard 7 playable nations are called Great Powers, as usual. Out of the other 12 supply centers, some of them will start the game with a neutral army, and these nations are called Middle Powers. The other remaining nations will start the game empty, as usual, and are called Small Powers.
• Invasion: When a player tries to enter the territory of a neutral Great Power or Middle Power, it is called an Invasion. The neutral nation will join the other player’s alliance. This is immediate; if the Invasion resulted in a neutral unit being dislodged, the other player will be able to control its retreat/disband phase. This is the only way that a Middle Power might join one of the player’s alliances. Example: Austria-Hungary tries to move its army from Budapest to Serbia, but Serbia is a Middle Power with an army inside it. Serbia immediately joins the other player’s alliance, being treated as a Great Power with a single home center. It can be eliminated from the game by having no units or supply centers left. Like the Great Powers, if it grows large enough to have more than two supply centers, it can be eliminated by disbanding two units total and falling into civil disorder.
• If both players attempt an Invasion on the same nation at the same time, it remains neutral. Its units will function the same as a nation in civil disorder.
• Small Powers, which start the game with no units, can be entered without causing an Invasion. Entering a Small Power is much like entering a neutral supply center during a standard Diplomacy game.
• Nations in the same alliance cannot dislodge or cut support from each other.
• Nations in the same alliance cannot capture supply centers from each other.
• If an enemy captures one of your nation’s home centers, any nation in your Alliance that re-captures it from the enemy will automatically give ownership to the home center’s original owner. Example: England and France are controlled by the same player. Germany captures Paris. England then captures Paris, which results in it reverting to French control.
• The above rule does not apply to supply centers that are not home centers. Example: England and France are controlled by the same player. France captures Belgium. Germany then captures Belgium. England then captures Belgium, taking control instead of giving it back to France.
• For thematic reasons, the first two years of the game are named differently than usual. These turns are: July 1914, Early Fall 1914, Mid Fall 1914, Late Fall 1914. Note that there is no gameplay change associated with this; July 1914 and Mid Fall 1914 function as spring turns without building, while Early Fall 1914 and Late Fall 1914 function as fall turns with building. The following turn reverts to normal naming (Spring 1915, Fall 1915, etc.).

Pre-War Phases
There are two Pre-War Phases before the main game begins: the Nationalism Phase and the Secret Treaties Phase. These two phases will determine each player’s starting Great Power, the starting map, and the triggers for the main game.

Nationalism Phase
Each player writes the seven Great Powers in order of preference. Each player also writes four of the minor supply centers.
Players reveal their first Great Power choice, keeping the other choices hidden. If these choices are different, both players get their first choice. If the choices are the same, players reveal their second choices and get them if they are different. Continue as needed. If players wrote down identical preference lists, they must change their lists in some way and try again.
Players reveal the four minor supply centers they wrote down. These nations each receive an army and will be Middle Powers, while all the other minor supply centers will be Small Powers. The game will therefore have between 4-8 Middle Powers and 4-8 Small Powers, depending on how identical the players’ lists were.

Secret Treaties Phase
After the Nationalism Phase, each player controls a single Great Power while the other 5 Great Powers are neutral. The Secret Treaties Phase will have players write 5 Secret Treaties that address these neutral Great Powers and dictate when they choose to enter the war.
Carte Blanche: Write down a Great Power. This nation supports your militancy and will stand by your aggressive war. At any point during the game, if you attack a Middle Power, you may reveal this Secret Treaty to have the Great Power join you.
Example: Player writes “Germany” on his Carte Blanche. He attacks Serbia during the game. He then reveals this Secret Treaty, and Germany joins his alliance. Note that Serbia joins his opponent’s alliance, since the attack still counts as an Invasion.
Revanchism: Write down two Great Powers. The order does not matter. These nations despise each other. At any point during the game, if one of these Great Powers joins your opponent, you may reveal this Secret Treaty to have the other Great Power join you. Note: Revanchism will not fire if you use Invasion to force one of the Great Powers into the enemy’s alliance.
Example: Player writes “France, Germany” on his Carte Blanche. Germany ends up joining his opponent due to a different trigger. Player then reveals this Secret Treaty, and France joins his alliance.
Neutrality Violation: Write down a Great Power and a Small Power. This Great Power is highly invested in the small nation’s neutrality. At any point during the game, if the opponent attempts to enter this Small Power (and you have never attempted to do so yourself), you may reveal this Secret Treaty to have the Great Power join you.
Example: Player writes “England, Belgium” on his Neutrality Violation. The opponent moves to Belgium on a turn. Player then reveals this Secret Treaty, and England joins his alliance.
Gunboat Agreement: Write down a Great Power. You have neglected this nation diplomatically, and it is tempted to align with your enemy! At any point during the game, if the opponent attempts a legal support hold action on one of this nation’s units, you must reveal this Secret Treaty - the Great Power will join your enemy.
Note: In a tabletop game, to prevent cheating, write the Gunboat Agreement on a labeled sheet of paper while writing the other four Great Powers on other sheets of paper. When your opponent attempts to support any neutral Great Power, you must either reveal Gunboat Agreement or reveal one of the other four papers to prove the Gunboat was uninvolved.
Example: Player writes “Turkey” on his Gunboat Agreement. The opponent moves a fleet to Aegean Sea and orders it to Support the Army in Constantinople Hold. Player is forced to reveal this Secret Treaty, and Turkey joins his opponent’s alliance.
Betrayal: Betrayal does not function like an ordinary Secret Treaty. Instead, take your original preference list from the Nationalism Phase. This is your Betrayal Treaty. At any point during the game, if six of the Great Powers have joined the war and only one Great Power is still neutral, then the last Great Power will join whichever player listed it lower on their preferences during the Nationalism Phase. If players listed this Great Power at the same level of preference, Betrayal will not fire.
Example: During the Nationalism Phase, Player 1 wrote Italy as third on its preference list, while Player 2 wrote Italy as fourth on its preference list. The other six Great Powers have joined the war, so players reveal their preference lists. Italy joins Player 2’s alliance.

Note that between Carte Blanche, Revanchism, Neutrality, and Gunboat, players may not write down the same Great Power more than once. The five Great Powers who start the game neutral will all be represented in these four Secret Treaties.

If a single Great Power is triggered to join both players' alliances on the same turn through different triggers, then the following priority is given, with 1 as the strongest:
1) Invasion
2) Gunboat Agreement
3) Revanchism
4) Neutrality Guarantee
5) Carte Blanche
6) Betrayal

American Entry
As you play through the main game, circumstances could cause America to enter the war by joining one of the alliances. America exists off the map and will enter the war if a specific set of circumstances are met:
1) All seven of the main Great Powers must have entered the war already.
2) At least one of the seven Great Powers must have fallen into civil disorder.
3) One player must have at least three more points in U.S. Relations than the other player.

Your U.S. Relations are determined by the following formula: Number of fleets in ocean spaces - Invasions performed - Neutrality Violations. Therefore having several fleets will increase your U.S. Relations, while attacking neutral nations will decrease them.
Example: All of the seven Great Powers have entered the war. Russia has fallen into civil disorder. Player 1 has four fleets, has not performed Invasion on any nation, and has not triggered Neutrality Violation – this means his U.S. Relations are 4. Player 2 has three fleets, has performed an Invasion on Serbia, and has triggered Neutrality Violation at Belgium – this means his U.S. Relations are 1.
With Player 1 at a four and Player 2 at a one, Player 1 has at least three more points in U.S. Relations than Player 2. America will enter the war in Player 1’s alliance.

America Gameplay Rules
America has three home supply centers that exist off the map: New York, Hoboken, and Newport News. These supply centers start out empty but can build units during the first build phase they are part of an alliance.
New York, Hoboken, and Newport News have special rules. Fleets built at these three home centers may move into North Atlantic Ocean or Mid Atlantic Ocean, but they may not support into them. Armies built at these three home centers may move to provinces on the map, being convoyed through North Atlantic Ocean or Mid Atlantic Ocean following standard convoy rules. No unit may move into the three American home centers.

Like other nations, America will fall into civil disorder if it is forced to disband two units. Also, if a player chooses to perform an Invasion on a neutral nation after America has joined them, the American units will automatically disband after the turn and abandon the player. America does not have to be defeated for its opponent to win.

The Main Game
After the Nationalism and Secret Treaties Phases, gameplay proceeds in normal turns, checking for triggers. Each turn will look like this:

1. Order Writing Phase
2. Order Resolution Phase
3. Diplomatic Phase - check for Secret Treaties
4. Retreat and Disbanding Phase
5. Diplomatic Phase - check for Secret Treaties
6. Gaining and Losing Units Phase (only on Fall turns)
7. U.S. Relations Phase - check for America entering the war

The war ends when one player no longer controls any of the seven Great Powers, or when players otherwise agree to an armistice.

Last edited by BaronGrackle; 06-29-2021 at 05:50 AM..
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