THE USSR VS THE USA The COLD WAR VARIANT - NO DIPPY POINTS REQUIRED!

"hapolley" <[email protected]> Mon, 16 Nov 2009 13:28:17 -0000
Newsgroups gmane.games.diplomacy.cat23.new-games
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IF ENOUGH PLAYERS ARE INTERESTED I WILL RUN THE GAME!
[email protected]

THE COLD World War MAP:  [http://hapolley.webs.com/HTML_FILES/world2blank.j=
pg]
COMPLETE RULES AT:=20
http://hapolley.webs.com/HTML_FILES/HTML_FROM_TEXT/ussr_vs_usa_cold_war.htm=
l

Once again, as in the time of our Grandfathers and Fathers,
we face the Americans, with their decadent Cities,
and their 'Rock and Roll' - 'Red October'.=20

This game is derived from the various
World War Variants found on the Internet, to which I have grafted my
Engineer, Partnership, and madman Rules.=20

Concept:
Chris Davis, the winner of my prize game, suggested I adapt
my rules to create a USA vs. USSR Cold War Game.  After some thought I
decided that the USA and USSR start out as the only Super Powers, but
that other super powers can form by growing to 6 (SC), six Home Supply
Centers, in size.  Once you are a Super Power completely taking over
another country has certain disadvantages; your units must remain in
place to own a foreign SC, move it and the SC reverts to the former
powers ownership.

    1. Terms and Concepts:

    Super Power:
    A Player Controlled Diplomacy Country which has Nuclear Missiles.
    Minor Power:
    A Player Controlled Diplomacy Country which does not have Nuclear
    Missiles.
    Rogue State:
    A Diplomacy Country not controlled by a Diplomacy Player or Super
    Power.
    Client State:
    A Rogue State with only one of its home Supply Centers occupied by a Su=
per Power.
    Occupied State:
    A Player Controlled Minor Power with one of its Home Centers
    occupied by a Super Power.
    Player Controlled: is either a super or minor or occupied power
    controlled by a Diplomacy Player.
    Mother Power:
    What the Super Power controlling an occupied or Client state is
    called.
    Missiles:
    On their Winter Retreat Phase; Super Powers have Nuclear Missile
    Launchers equal to: their total Winter SC count 'with retreats OTB',
    divided by three, rounded down.  M USSR - Alaska destroys the
    Alaskan Supply Center and its railway.  Alaska will never be listed
    again as having a supply Center, however the rail link can be
    rebuilt in the next Winter turn.
    Missile Strike:
    Refers to a number of missile strikes at the end of the Retreat
    Phase against another Player Country's Supply Centers.

    Super Power Rules:
    1.    A Super Power can only Launch Missiles after one of its Units has
    been Dislodged by a Super or Minor Power, or after it has been the
    object of a missile strike.  The Super Power can then Strike the
    Attacking Player's Controlled Country SC and any of its Client
    Country's SC.  The first Missile strike can be followed by a second
    missile strike from the nuked Super power on the next retreat phase.
    This strike and counter strike may continue until a retreat phase
    passes without a missile strike.
    2. 	If by chance two or more foreign player powers in the Winter
    season occupy a Rogue or Minor country's Home supply Centers before
    its status changes to Client or occupied State, and one is a super
    power, the occupied country can not become a client or occupied
    state so long as it remains divided by more than one player power.
    In such a situation One player can not attack a super power SC
    without risking a Missile Strike.
    3. 	A Super Power can control a Rogue Country so long as he occupies
    only one of the Rogue Country's Home Supply Centers.  In this
    situation the Rogue Power is now called a Client State.  If a Super
    Power Unit leaves a Rogue Country Home SC and does not occupy it on
    the Winter turn, the SC once again belongs to the Rogue Power and a
    Rogue unit may be built on this SC by the GM.  A Super Power can
    move a Unit from one Rogue Home SC to another, before the Winter
    Season, without losing control of the Rogue Power.
=20=20=20=20
    4.	A Super Power can attempt to control a minor power by occupying
    one of its Home Supply Centers.  If he succeeds the Minor power
    becomes an Occupied Power.  If the super power can hold on to only
    one of the Occupied Powers Home SC for three Winters in a row, the
    Minor power becomes a Rogue power and its Player is out of the game.
        The Occupied Power can send in orders for its units but those units
    can also receive Civil disorder moves from the super power or any
    other Player controlled Diplomacy Country.  The Occupied Power's
    orders become just one set of Civil Disorder moves which can be over
    ridden by other CD orders.  Unlike other units in Civil Disorder, a
    foreign Player must bid at least two of his unit moves, for each
    Civil Disorder Unit, for the bid to be accepted.
    5. 	Except for the USoA and the USSR; Super Powers have the word
    Empire attached to their name.
=20
    Minor Power to Super power!
Once a Minor Power owns 6 Home Supply Centers it becomes a Super Power
for the rest of the game.  The captured Home Centers are transferred to
the minor power as Home Supply Centers, If the losing Country has no
Home Supply Centers left it units become owned by the games Neutral
Player and the Country and its player are out of the game.
=20
    Railway Building
Each Super Power can build only once a four area railway on its Winter
turn.  The railway must start at one of its supply Centers and not end
at or go through any other Countries Supply Center.  The railway may not
touch the boarder of an adjacent area more than once; in other words it
can not double back on its self.  A super Power can then extend the
railway, by the same rules, one area every winter turn.  The railway can
only be extended at one of its two ends and once built it can only be
damaged by missiles not a foreign occupying unit.  A power which defeats
a super power does not take over the captured railway unless it builds
its railway up to one end of the defeated powers railway.

    CD Unit Control Rules
Any Player Power may attempt to control the fall and spring unit orders
for Rogue and Occupied Powers using Civil Disorder Moves.  These are
referred to as Madman moves in Engineered Diplomacy.  For a Client State
Only the Mother Super power may send in CD orders for its Client
Diplomacy Country.  Players will be notified of what Minor powers have
not sent in preliminary orders for their Units within three to two days
of the movement deadline.  Other powers may then send in CD orders for
these units.  If these players NMR, these CD orders will be listed first
and take precedence over duplicate mortgaged units moves for Rogue,
Occupied and Client CD Moves.
=20
=20=20=20
CD ordered units and Occupied Country units which capture a super power
SC do not trigger a missile attack.  You must list CD orders by Country
for them to work on Occupied Powers, Otherwise they go into the Rogue
and NMR file and may not work.
=20
    Winning Criteria
The First Super Power to control more than 50% of the Worlds existing
Countries Wins the Game.



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      <p>IF ENOUGH PLAYERS ARE INTERESTED I WILL RUN THE GAME!<br>
<a href="mailto:hapolley%40yahoo.ca">hapolley@yahoo.<wbr>ca</a><br>
<br>
THE COLD World War MAP:  [<a href="http://hapolley.webs.com/HTML_FILES/world2blank.jpg">http://hapolley.<wbr>webs.com/<wbr>HTML_FILES/<wbr>world2blank.<wbr>jpg</a>]<br>
COMPLETE RULES AT: <br>
<a href="http://hapolley.webs.com/HTML_FILES/HTML_FROM_TEXT/ussr_vs_usa_cold_war.html">http://hapolley.<wbr>webs.com/<wbr>HTML_FILES/<wbr>HTML_FROM_<wbr>TEXT/ussr_<wbr>vs_usa_cold_<wbr>war.html</a><br>
<br>
Once again, as in the time of our Grandfathers and Fathers,<br>
we face the Americans, with their decadent Cities,<br>
and their 'Rock and Roll' - 'Red October'. <br>
<br>
This game is derived from the various<br>
World War Variants found on the Internet, to which I have grafted my<br>
Engineer, Partnership, and madman Rules. <br>
<br>
Concept:<br>
Chris Davis, the winner of my prize game, suggested I adapt<br>
my rules to create a USA vs. USSR Cold War Game.  After some thought I<br>
decided that the USA and USSR start out as the only Super Powers, but<br>
that other super powers can form by growing to 6 (SC), six Home Supply<br>
Centers, in size.  Once you are a Super Power completely taking over<br>
another country has certain disadvantages; your units must remain in<br>
place to own a foreign SC, move it and the SC reverts to the former<br>
powers ownership.<br>
<br>
1. Terms and Concepts:<br>
<br>
Super Power:<br>
    A Player Controlled Diplomacy Country which has Nuclear Missiles.<br>
    Minor Power:<br>
    A Player Controlled Diplomacy Country which does not have Nuclear<br>
    Missiles.<br>
    Rogue State:<br>
    A Diplomacy Country not controlled by a Diplomacy Player or Super<br>
    Power.<br>
    Client State:<br>
    A Rogue State with only one of its home Supply Centers occupied by a Super Power.<br>
    Occupied State:<br>
    A Player Controlled Minor Power with one of its Home Centers<br>
    occupied by a Super Power.<br>
    Player Controlled: is either a super or minor or occupied power<br>
    controlled by a Diplomacy Player.<br>
    Mother Power:<br>
    What the Super Power controlling an occupied or Client state is<br>
    called.<br>
    Missiles:<br>
    On their Winter Retreat Phase; Super Powers have Nuclear Missile<br>
    Launchers equal to: their total Winter SC count 'with retreats OTB',<br>
    divided by three, rounded down.  M USSR - Alaska destroys the<br>
    Alaskan Supply Center and its railway.  Alaska will never be listed<br>
    again as having a supply Center, however the rail link can be<br>
    rebuilt in the next Winter turn.<br>
    Missile Strike:<br>
    Refers to a number of missile strikes at the end of the Retreat<br>
    Phase against another Player Country's Supply Centers.<br>
<br>
Super Power Rules:<br>
    1.    A Super Power can only Launch Missiles after one of its Units has<br>
    been Dislodged by a Super or Minor Power, or after it has been the<br>
    object of a missile strike.  The Super Power can then Strike the<br>
    Attacking Player's Controlled Country SC and any of its Client<br>
    Country's SC.  The first Missile strike can be followed by a second<br>
    missile strike from the nuked Super power on the next retreat phase.<br>
    This strike and counter strike may continue until a retreat phase<br>
    passes without a missile strike.<br>
    2. 	If by chance two or more foreign player powers in the Winter<br>
    season occupy a Rogue or Minor country's Home supply Centers before<br>
    its status changes to Client or occupied State, and one is a super<br>
    power, the occupied country can not become a client or occupied<br>
    state so long as it remains divided by more than one player power.<br>
    In such a situation One player can not attack a super power SC<br>
    without risking a Missile Strike.<br>
    3. 	A Super Power can control a Rogue Country so long as he occupies<br>
    only one of the Rogue Country's Home Supply Centers.  In this<br>
    situation the Rogue Power is now called a Client State.  If a Super<br>
    Power Unit leaves a Rogue Country Home SC and does not occupy it on<br>
    the Winter turn, the SC once again belongs to the Rogue Power and a<br>
    Rogue unit may be built on this SC by the GM.  A Super Power can<br>
    move a Unit from one Rogue Home SC to another, before the Winter<br>
    Season, without losing control of the Rogue Power.<br>
    <br>
    4.	A Super Power can attempt to control a minor power by occupying<br>
    one of its Home Supply Centers.  If he succeeds the Minor power<br>
    becomes an Occupied Power.  If the super power can hold on to only<br>
    one of the Occupied Powers Home SC for three Winters in a row, the<br>
    Minor power becomes a Rogue power and its Player is out of the game.<br>
        The Occupied Power can send in orders for its units but those units<br>
    can also receive Civil disorder moves from the super power or any<br>
    other Player controlled Diplomacy Country.  The Occupied Power's<br>
    orders become just one set of Civil Disorder moves which can be over<br>
    ridden by other CD orders.  Unlike other units in Civil Disorder, a<br>
    foreign Player must bid at least two of his unit moves, for each<br>
    Civil Disorder Unit, for the bid to be accepted.<br>
    5. 	Except for the USoA and the USSR; Super Powers have the word<br>
    Empire attached to their name.<br>
 <br>
    Minor Power to Super power!<br>
Once a Minor Power owns 6 Home Supply Centers it becomes a Super Power<br>
for the rest of the game.  The captured Home Centers are transferred to<br>
the minor power as Home Supply Centers, If the losing Country has no<br>
Home Supply Centers left it units become owned by the games Neutral<br>
Player and the Country and its player are out of the game.<br>
 <br>
    Railway Building<br>
Each Super Power can build only once a four area railway on its Winter<br>
turn.  The railway must start at one of its supply Centers and not end<br>
at or go through any other Countries Supply Center.  The railway may not<br>
touch the boarder of an adjacent area more than once; in other words it<br>
can not double back on its self.  A super Power can then extend the<br>
railway, by the same rules, one area every winter turn.  The railway can<br>
only be extended at one of its two ends and once built it can only be<br>
damaged by missiles not a foreign occupying unit.  A power which defeats<br>
a super power does not take over the captured railway unless it builds<br>
its railway up to one end of the defeated powers railway.<br>
<br>
CD Unit Control Rules<br>
Any Player Power may attempt to control the fall and spring unit orders<br>
for Rogue and Occupied Powers using Civil Disorder Moves.  These are<br>
referred to as Madman moves in Engineered Diplomacy.  For a Client State<br>
Only the Mother Super power may send in CD orders for its Client<br>
Diplomacy Country.  Players will be notified of what Minor powers have<br>
not sent in preliminary orders for their Units within three to two days<br>
of the movement deadline.  Other powers may then send in CD orders for<br>
these units.  If these players NMR, these CD orders will be listed first<br>
and take precedence over duplicate mortgaged units moves for Rogue,<br>
Occupied and Client CD Moves.<br>
 <br>
   <br>
CD ordered units and Occupied Country units which capture a super power<br>
SC do not trigger a missile attack.  You must list CD orders by Country<br>
for them to work on Occupied Powers, Otherwise they go into the Rogue<br>
and NMR file and may not work.<br>
 <br>
    Winning Criteria<br>
The First Super Power to control more than 50% of the Worlds existing<br>
Countries Wins the Game.<br>
<br>
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