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Finished: 01 PM Tue 08 Sep 15 UTC
Private Vadors of light-3
1 day /phase
Pot: 100 D - Autumn, 7, Finished
The Ancient Mediterranean, Draw-Size Scoring
1 excused missed turn
Game won by Dragu (388 D)
01 Sep 15 UTC Spring, 1: Hey everyone! I am so excited to start this game with y'all. Here is some *hopefully* helpful information for you:

Full Game Rules:
http://www.wizards.com/avalonhill/rules/diplomacy.pdf

Terminology:
NAP-Non-Agression Pact
DMZ-De-Militarized Zone
SC-Supply Center

Point of the game:
Control 18 SCs before anyone else does.

How to do this? -Be diplomatic. Make alliances. Work together against other people. Be warned: Nothing someone says is binding. They can offer you an alliance and attack you the next turn. It has happened to me all 3 games I have been in thus far.

Let me know if/when you have questions. Hope you enjoy this!
01 Sep 15 UTC Spring, 1: Here is a message someone left in another game i am in:

New players:
1) First phase of a year is Spring (we are in that now for the next 10 hours). You can enter a move for unit you own.
2) Second phase of a year is Retreat (Spring). We will not have any retreats following the Spring phase because none of our units can dislodge any other players' units. A retreating unit can retreat in ANY direction into any open territory except to the square fro where the attacking unit originated. You must always take into account to where your enemy might retreat, since he/she could "retreat" forward and get behind your lines.
if there are no retreats to process, the game jumps immediately to the next phase.
3) Third phase of a year is Autumn. This phase is important because it is the last move phase prior to the Build phase. It's also important because we might see our first standoff - where two nations attempt to enter the same territory with the same attack value. You might ask, "What is attack value?"
Every unit on the board has an attack value of one and defense value of one. But, I advise you to frame your thinking not as if you are attacking units in a territory, but rather, attacking / defending a territory. You'll see why in a moment.
ATTACK: You can increase attack value on a territory by having another unit ADJACENT TO the TARGET territory select the "support move" option. The supporting unit selects the starting space of the attacking unit and then the destination space of the attacking unit. Be certain you actually enter orders for the attacking unit. In this case, the supporting unit adds its attack value to the attacking unit, thereby creating an attack value of two against that territory.
But, the other player is not doomed. He/she can also enter "support move" (assuming he/she has an ADJACENT unit to the TARGET territory) to add its attack value to his attacking unit's attack value. This would result in an attack value of two. When opposing players hit a territory with the same attack value, it is called a standoff and neither side gets it.
What about defense? Can you also increase the defensive value of a territory? Yes. In the same way you add to the attack value, you can do the same on defense. An ADJACENT unit to a defending unit can select "support hold" and add its defense to the defending unit that has selected HOLD as its move. That would create a defensive value of two, which would repel an attack with an attack value of one and two.
I will cover cuts in my next message: it is how you can reduce the attack/defense value of an attack/defense.
4) Fourth phase of a year is Retreat (Autumn). It follows the same rules as the Retreat (Spring) phase. If no units need to retreat, this phase is skipped and you go directly into Builds/Destroy.
5) Final phase of the year is Builds/Destroy. You are allowed one unit for every Supply Center (we abbreviate it as SC) you hold. If you started the year with five units and five Supply Centers, but have seven SCs at the end of the year, you are allowed to build two new units and place them in any open (meaning the territory is empty of units) SC that you control. However, if now only have three SCs but have five units, you must destroy two units. Build/Destroy phase is where you balance the number of SCs you hold with the number of units you control.
Final point. In order to get credit for a NEW SC (meaning, you did NOT hold it when the year (Spring phase) started), you MUST have an actual unit in the territory where the SC is located when the Build phase begins. So, if you take a NEW SC in the Spring, be prepared to keep a unit in that territory until the Build phase, or else you won't get credit.
02 Sep 15 UTC Autumn, 2: You don't actually gain anything by taking a territory that does not have an SC on it.
02 Sep 15 UTC Autumn, 2: I'll do what I want
02 Sep 15 UTC Autumn, 2: Got it. Keep building those double units ;)
02 Sep 15 UTC Spring, 3: Ohhhh jk i thought ross is the one who said that.
02 Sep 15 UTC Autumn, 4: "knight" more like back stabber!
06 Sep 15 UTC Jake has been kicked out of the game lol
07 Sep 15 UTC Wait jake are you back in? I'm so confused. You can do that?
07 Sep 15 UTC I missed a turn, but I don't think it kicks you out. You just miss that turn.
07 Sep 15 UTC Right, but i thought it said you had left. Either way, glad you are here now. This game should be over after this turn

Start Backward Open large map Forward End

Persia
Dragu (388 D)
Won. Bet: 20 D, won: 100 D
19 supply-centers, 14 units
Rome
lcb514 (106 D)
Survived. Bet: 20 D
7 supply-centers, 6 units
Greece
Knight 23 (100 D)
Survived. Bet: 20 D
4 supply-centers, 6 units
Carthage
WOOzzles (100 D)
Survived. Bet: 20 D
4 supply-centers, 5 units
Egypt
gsteele1 (100 D)
Survived. Bet: 20 D
0 supply-centers, 1 units
Archive: Orders - Maps - Messages