by Mikko Saari
1. Standard Diplomacy rules apply except where amended below.
2. Game is based on the 1898 variant, where each player starts with only one supply center: Austria has Trieste, England has Edinburgh, France has Brest, Germany has Kiel, Italy has Naples, Russia has St. Petersburg and Turkey has Ankara. Also, players can choose whether they start with an army or a fleet.
3. Each player sees only the following parts of the map:
- own supply centers and each province around them.
- provinces occupied by own units and each province around them at the end of the turn.
4. Each player gets to know only the following orders:
- own orders
- if a province is defended by many units, player trying to enter it unsuccessfully will know how many units defend the province.
- if there is a bounce, both players will know that other unit tried to move to the target province, but won’t know from where unless they see it otherwise (see below).
- any movement by units in the visible provinces, but with certain exceptions:
- if the unit moves from a province visible in the beginning of the turn (before movement) and ends up in a province visible in the end of the turn (after movement), the whole order is known.
- if the unit moves from a province visible in the beginning of the turn and ends up in a province that is not visible in the end of the turn, player sees that the unit moved, but not where it moved.
- if the unit moves from a province that is not visible in the beginning of the turn and ends up in a province visible in the end of the turn, player sees that the unit moved, but not where it moved from.
- if a unit supports or convoys in a province visible either in the beginning or the end of the turn, it is known that it supports or convoys. Whether or not the support or convoy order is known depends on whether the moving unit can be seen.
5. The game will be gunboat, so the players won’t know the identities of other players. Press will be black: everyone can claim to be anybody else. White press is not allowed.
6.Each Winter players will get to know seven supply centre totals, but won’t know who they belong to.
7. Examples:
A Pru H sees
A Gal-Sil: A ???-Sil
A Sil-Gal: A Sil-???
A Pru-War sees
A Gal-Sil: A ???-Sil
A Sil-Gal: A Sil-Gal
A War-Pru sees
A Gal-Sil: A Gal-Sil
A Sil-Gal: A Sil-???
A Pru H sees
A Sil S A Ukr-War: A Gal S A ???-War
A Ukr-War: A ???-War
A Pru H sees
A Sil S A Boh-Mun: A Sil S ???