QUOTE ("Diplomacy Rules as written by Matt Fritz @ slightly modified by MC")
How to Play and Rules to the Game:
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The objective of the game is to control the most supply centers, indicated by stars on the map. If you control 18 you win. Control is determined by the last country to occupy the area. Turns alternate between Spring and Fall. Control is determined at the end of the Fall turn, so holding a supply center in the spring is of no benefit if you lose it in the fall turn. There are many neutral countries with supply centers but no armies or fleets, so these can be exploited by the players.
For every supply center you control in the fall you can field 1 army or 1 fleet. As you gain supply centers you will be able to add armies or fleets, as you lose them you will have to remove armies or fleets.
The map is divided into land and sea areas with three letter abbreviations, for example Moscow is MOS. Areas without a three letter abbreviation, and Switzerland, are not playable. Only 1 army or fleet can occupy an area. Fleets can occupy either a sea area or a land area that borders the sea.
Orders: Each turn the players will write down orders for their fleets and armies. Orders should be one of the following:
1. Move - into an adjacent territory.
2. Support - support another unit's move, more below
3. Stand - stay in the currently occupied area, the default order
4. Convoy (Fleets only) - move an army across a sea area to a land area, for example a fleet in the North Sea could convoy an army from Edinburgh to Norway.
Orders are written using the three letter abbreviations, and A or F for fleet or army. For example:
"Army MOS - UKR" means the army in Moscow moves to the Ukraine. If the order is a support, stand, or convoy then you would note that. Or you can just write your orders in plain English. Really, the abbreviated format is only if you like it, and definitely not needed.
Orders should look something like this: "Army from Moscow (Or MOS) to Ukraine (Or UKR). The same format is used for fleets moving.
If a unit is standing or supporting, it should look like this: "Army in Moscow (Or MOS) stands." and "Army in Moscow (Or MOS) supports Sevastapool in Ukraine."
Conflicts: All orders are carried out simultaneously and succeed automatically unless there is a conflict. An example would be if two units were ordered into the same area. Or a unit was ordered into an area that was already occupied by another unit that was given an order to stand. In this case the move would fail to happen unless one side had a numerical advantage (that's what the support order is for).
Support: A unit can be ordered to support another unit's move or hold. A unit can only provide support to an area that it could move into (an army can't support a hold or move in a sea area, or a non-adjacent area).
Cutting Support: Support is cut if the unit giving support is attacked from any area except the one where support is being given.
Retreats: A unit may be forced out of its area. If this happens it must move into an adjacent area, but may not move into the area vacated by the attacker, or an area where there was a standoff (two opposing units tried to move into an area but couldn't). If no area is available for retreat the unit is lost.
Gaining and Losing Units: This is determined after the fall turn. A country will have a number of units equal to the number of supply centers controlled. If a country has lost supply centers it must eliminate units of its choice. If a country has gained supply centers it can create new units in any unoccupied supply center in its home country that it controls.
Rules of Engaging Diplomacy: There really are none. You're encouraged to talk with other players, but you're not required to. You can establish alliances or truce agreements -- But there's nothing saying either party needs to honor those agreements. Diplomacy is a game of trust and mistrust. Making false alliances, telling other nation's plans to other nations, it's all fair game. It's a bit of a vicious game.
Orders for the turn are due every week on Saturday. Players can negotiate via PM until then, but orders must be turned in by around noon on Saturday or else your nation will mill around doing nothing productive. And who would want that?
And as a final word, you'll probably be betrayed at some point in this game. Don't take it personally, as it's the nature of the game. You really can't win without betraying someone, after all.
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The objective of the game is to control the most supply centers, indicated by stars on the map. If you control 18 you win. Control is determined by the last country to occupy the area. Turns alternate between Spring and Fall. Control is determined at the end of the Fall turn, so holding a supply center in the spring is of no benefit if you lose it in the fall turn. There are many neutral countries with supply centers but no armies or fleets, so these can be exploited by the players.
For every supply center you control in the fall you can field 1 army or 1 fleet. As you gain supply centers you will be able to add armies or fleets, as you lose them you will have to remove armies or fleets.
The map is divided into land and sea areas with three letter abbreviations, for example Moscow is MOS. Areas without a three letter abbreviation, and Switzerland, are not playable. Only 1 army or fleet can occupy an area. Fleets can occupy either a sea area or a land area that borders the sea.
Orders: Each turn the players will write down orders for their fleets and armies. Orders should be one of the following:
1. Move - into an adjacent territory.
2. Support - support another unit's move, more below
3. Stand - stay in the currently occupied area, the default order
4. Convoy (Fleets only) - move an army across a sea area to a land area, for example a fleet in the North Sea could convoy an army from Edinburgh to Norway.
Orders are written using the three letter abbreviations, and A or F for fleet or army. For example:
"Army MOS - UKR" means the army in Moscow moves to the Ukraine. If the order is a support, stand, or convoy then you would note that. Or you can just write your orders in plain English. Really, the abbreviated format is only if you like it, and definitely not needed.
Orders should look something like this: "Army from Moscow (Or MOS) to Ukraine (Or UKR). The same format is used for fleets moving.
If a unit is standing or supporting, it should look like this: "Army in Moscow (Or MOS) stands." and "Army in Moscow (Or MOS) supports Sevastapool in Ukraine."
Conflicts: All orders are carried out simultaneously and succeed automatically unless there is a conflict. An example would be if two units were ordered into the same area. Or a unit was ordered into an area that was already occupied by another unit that was given an order to stand. In this case the move would fail to happen unless one side had a numerical advantage (that's what the support order is for).
Support: A unit can be ordered to support another unit's move or hold. A unit can only provide support to an area that it could move into (an army can't support a hold or move in a sea area, or a non-adjacent area).
Cutting Support: Support is cut if the unit giving support is attacked from any area except the one where support is being given.
Retreats: A unit may be forced out of its area. If this happens it must move into an adjacent area, but may not move into the area vacated by the attacker, or an area where there was a standoff (two opposing units tried to move into an area but couldn't). If no area is available for retreat the unit is lost.
Gaining and Losing Units: This is determined after the fall turn. A country will have a number of units equal to the number of supply centers controlled. If a country has lost supply centers it must eliminate units of its choice. If a country has gained supply centers it can create new units in any unoccupied supply center in its home country that it controls.
Rules of Engaging Diplomacy: There really are none. You're encouraged to talk with other players, but you're not required to. You can establish alliances or truce agreements -- But there's nothing saying either party needs to honor those agreements. Diplomacy is a game of trust and mistrust. Making false alliances, telling other nation's plans to other nations, it's all fair game. It's a bit of a vicious game.
Orders for the turn are due every week on Saturday. Players can negotiate via PM until then, but orders must be turned in by around noon on Saturday or else your nation will mill around doing nothing productive. And who would want that?
And as a final word, you'll probably be betrayed at some point in this game. Don't take it personally, as it's the nature of the game. You really can't win without betraying someone, after all.
Okay, the rules are out of the way. There are seven nations to choose from, if you wish to play.
England: Xela
France: TehBigGun
Germany: Dracul
Austria-Hungary: Darth Irule
Italy: Ed5
Russia: Mcharger (Defeated)
Turkey: Explosion
The game will start out in Spring of 1900, and progress one season per week for ten turns (This can go longer if the players are still interested by the time the term is up.)
This is the current state of play on the map:

Explanation of Map Features:
The stars in some provinces indicate a supply center. When captured, you can create a new fleet or army in one of the territories you start out with troops in ("Home Territories") Likewise, if you loose a supply center, you must disband a unit on the map.
The A and F are Armies and Fleets respectively. They are colored to match their home country.
So, uh... Post if you're interested in playing, and pick your country. If you have questions, feel free to ask those as well, I'll try and provide answers. The game will begin when all the countries are filled.[code][/code]

