The Twentieth Century

advertisement
The Twentieth Century
Michael David Roberts
This is a global variant designed to give players a fun game set in the 1930s. The map is
set up to reflect the political situation of 1933, but it is not designed to recreate the events
of the following decade. It only has the potential to. Hopefully players will enjoy all that this
variant has to offer.
Introduction
The Imperial era ended with the death of a generation in the First World War. In an effort
to escape the horrors of the War, the survivors buried themselves in the rampant
consumerism and hedonism of the 1920s. That and the harsh treaty terms at Versailles
caused a global economic collapse. As more and more people found themselves without
homes, the old order was called into question. To stabilize themselves, many nations
attacked their weaker neighbors. By the mid-1930s, Communism and Fascism were
seriously considered as the only way modern industrial nations would survive. The
militaristic policies of the aggressor nations in the 1930s lead the world to a new global
conflict, and ended with the creation of Superpowers and the destruction of Fascism.
Rules
This game runs entirely under Standard Diplomacy rules, with a few exceptions
concerning the starting date and the number of supply centers involved.
Start Date
The game has the same seasonal phases as Standard Diplomacy. The game begins in
Spring 1933.
Victory Conditions
In order to win, a single power must own 74 Supply Centers at the beginning of a Fall turn.
Map Clarifications
Island Chains - (Hawaii, Carolines, Marshalls, Fiji, New Zealand, East Indies, Seychelles,
Maldives, & Azores)
Island Chains are coastal provinces. Both Armies and Fleets may occupy an Island Chain.
These provinces are accessable from any bordering sea zone. Fleets may not pass through as
if Island Chains were canals, though.
Example: East Indies has access to Java
Sea, Timor Sea, Bay of Bengal, East Indian, and the Southeast Trades. A Fleet may occupy
East Indies. A Fleet in Java Sea may convoy an Army to East Indies. A Fleet may not move
from East Indian to Java Sea.
Large Island Chains - (Luzon\Mindanao & Cuba\Haiti)
Large Island Chains operate under the same rules as regular Island Chains. However, there
is a province border that runs through Large Island Chains, and the two islands are
connected by a land bridge. It effectively turns them into two province islands.
Example: Fleets and Armies may move freely between Cuba and Haiti. However, a unit may
not move directly to Cuba from the Northeast Trades. Likewise, a unit may not move to
Haiti from Gulf of Mexico or Florida Channel. Cuba and Haiti both have access to Sargasso
Sea and the Caribbean.
Straits & Canals - (Bremen, Ankara, Cairo, & Panama)
These work the same as canals do in Colonial Diplomacy. The owner of these provinces
may send fleets to neighboring sea zones without having to move into the canal zone first.
Owning players may also allow other players to send fleets through.
Example: Britain owns Cairo. The Britain player may order F(Aegean Sea) to Red Sea. If
there was an Italian fleet in the Aegean, the Britain player may also allow Italy F(Aegean
Sea) to Red Sea.
Land Bridges - (Ireland<->Glasgow, Sicily<->Salerno, Denmark<->Norway, Denmark<->Sweden,
Karnataka<->Ceylon, Singapore<->Malaysia, Kagoshima<->Tokyo, Tokyo<->Sapporo, Luzon<>Mindanao, & Cuba<->Haiti)
Land bridges work as they do in Colonial Diplomacy. Armies and Fleets may move from
one province to the other connected by the land bridge.
Example: A valid move, A(Salerno) to Sicily.
Wraparound - (Bering Sea, Westerlies, West Pacific, Equatorial Coutnercurrent, South Pacific, &
Antarctic Pacific)
These sea zones connect both ends of the map. A Fleet may move or convoy from one side
of the map to the other in these sea zones.
Example: Japanese F(Kuril Trench) to Westerlies. Japanese F(Westerlies) to North Pacific.
Starting Positions
BRITAIN
F London (LON)
A Edinburgh (EDI)
F Glasgow (GLA)
F Quebec (QBC)
A Toronto (TOR)
A Cairo (CAI)
A Cape Town (CAP)
A Delhi (DEL)
F Bombay (BOM)
F Hong Kong (HK)
A Singapore (SG)
A Sydney (SYD)
USA
A Washington DC (WAS)
F New York (NYO)
A St. Louis (SLO)
F New Orleans (NOL)
A San Francisco (SFR)
A Anchorage (ANC)
F Hawaii (HAW)
A Panama (PAN)
A Luzon (LUZ)
F Mindanao (MIN)
FRANCE
A Nantes (NAN)
A Paris (PAR)
F Marseilles (MAR)
A Conakry (CON)
A Damascus (DAM)
F Madagascar (MAD)
A Hanoi (HAN)
F Saigon (SAI)
F Fiji (FIJ)
USSR
F Leningrad[wc] (LEN)
A Moscow (MOS)
F Sevastopol (SEV)
A Orenburg (ORN)
A Omsk (OMS)
JAPAN
A Tokyo (TOK)
F Sapporo (SAP)
F Kagoshima (KG)
A Okinawa (OKI)
F Taiwan (TA)
ITALY
F Rome (ROM)
A Salerno (SAL)
A Sicily (SIC)
A Tirana (TIR)
F Tripoli (TRI)
A Tashkent (TAS)
A Irkutsk (IRK)
A Vladivostok (VLA)
A Kamchatka (KAM)
A Seoul (SEO)
A Harbin (HAR)
A Mogadishu (MOG)
GERMANY
F Bremen (BRE)
A Berlin (BER)
A Dresden (DRE)
A Stutt. (STU)
TURKEY
A Ankara (ANK)
A Antalya (ANT)
F Ordu (ORD)
A Van (VAN)
CHINA
A Nanjing (NNJ)
A Shanghai (SHA)
A Hefei (HEF)
A Wuhan (WUH)
COLUMBIA
F Cartenega (CRT)
A Buenaventura (BUV)
A Bogata (BOG)
A Mitu (MIT)
PERSIA
A Tehran (TEH)
A Esfahan (ESF)
F Bandar Abbas (BAN)
MEXICO
A Mazatlan (MAZ)
A Mexico City (MEX)
F Merida (MER)
BRAZIL
A Brasilia (BRA)
A Recife (REC)
F Rio de Janeiro (RDJ)
Final Notes
This variant was designed for GM'd PBEM play, You'll note that there are two maps for the
game. The larger map has the complete names for each province. However, its size is
somewhat difficult for players to use. The smaller map is like a conference map for
Standard or Colonial. It is fairly easy to read, but all of the territory names are their three
letter abbreviations. Both maps have legends to make them easier to undertand. Graphic
icons for the Armies and Fleets are provided in the legends. It's best to look at either map
on a 1-1 or 2-1 ratio, any smaller makes them difficult to read.
I'd also like to thank you for downloading this variant. I hope that you and your friends
enjoy playing with this map. If you have any questions, comments, or information, go
ahead and email me at: mikedr@gte.net.
Download