Variant rules game for players who like co-operation
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Variant rules game for players who like co-operation
Folks,
The idea for this game comes from the fact that some of us get more enjoyment from the co-operation in Diplomacy than from the backstabbing.
Six of the powers will be assigned an ally. France/England, Russia/Turkey, Austria/Italy. These alliances are unbreakable. You win together, or lose together. An alliance wins by eliminating both other alliances. Germany wins by surviving until a draw is agreed.
It is an unranked private game, for reasons that should be obvious.
The game is Allies-3, password is Trust. Feel free to suggest tweaks to the rules in this thread.
The idea for this game comes from the fact that some of us get more enjoyment from the co-operation in Diplomacy than from the backstabbing.
Six of the powers will be assigned an ally. France/England, Russia/Turkey, Austria/Italy. These alliances are unbreakable. You win together, or lose together. An alliance wins by eliminating both other alliances. Germany wins by surviving until a draw is agreed.
It is an unranked private game, for reasons that should be obvious.
The game is Allies-3, password is Trust. Feel free to suggest tweaks to the rules in this thread.
Re: Variant rules game for players who like co-operation
They either Western Triple or die. That indeed doesn't sound great haha
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Re: Variant rules game for players who like co-operation
This reminded me of one of Calhamer's articles:
http://www.diplomacy-archive.com/resour ... _board.htm
Part 4, specifically. The conclusion as I saw it is that you either need a lot more alliances from the beginning and reassign them once anyone gets eliminated, or there won't be any resemblance of balance.
I think this can certainly be tried, though.
http://www.diplomacy-archive.com/resour ... _board.htm
Part 4, specifically. The conclusion as I saw it is that you either need a lot more alliances from the beginning and reassign them once anyone gets eliminated, or there won't be any resemblance of balance.
I think this can certainly be tried, though.
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Re: Variant rules game for players who like co-operation
And on a similar note: Ancient Med is such a variant: you always have two neighbors, one to fight and one to befriend. Once you finish the fight with the first one, you have this choice again, and possibly then again.
Re: Variant rules game for players who like co-operation
Minister, how are you posting here, but not entering your orders in our game?
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Re: Variant rules game for players who like co-operation
In short: I have somewhere around twenty games, and I didn't notice the deadline was coming for that specific one. I was writing a message to Austria in that very game when it hit.
12-hours turns out to be a really short time.
12-hours turns out to be a really short time.
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Re: Variant rules game for players who like co-operation
I hope they are gunboat games. Playing twenty full press games is not a hobby, it's a full time jobMinister of Silly Walks wrote: ↑Wed Jun 17, 2020 1:36 pmIn short: I have somewhere around twenty games
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Re: Variant rules game for players who like co-operation
Seventeen full press, one Wilson and the "forum press game", I don't really like gunboats.gimix wrote: ↑Wed Jun 17, 2020 1:53 pmI hope they are gunboat games. Playing twenty full press games is not a hobby, it's a full time jobMinister of Silly Walks wrote: ↑Wed Jun 17, 2020 1:36 pmIn short: I have somewhere around twenty games
I plan to cut down, but I happen to have a lot of free time so I happen to waste even more of it than usual instead of doing anything useful.
Takes some time to figure out all the overnight messages in the mornings, but it's all right other than that.
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Re: Variant rules game for players who like co-operation
I won't be able to join but it seems really interesting.
If it works well next time one may try with Modern Dip or American Empire - 10 powers, 5 alliances, so you don't have a singleton
If it works well next time one may try with Modern Dip or American Empire - 10 powers, 5 alliances, so you don't have a singleton
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Re: Variant rules game for players who like co-operation
It reminds me of the board game variant for three players.
I would like to play this even as I consider retirement.
I would like to play this even as I consider retirement.
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Re: Variant rules game for players who like co-operation
Correction, I am not reliable enough.
Retirement it is!
Retirement it is!
Re: Variant rules game for players who like co-operation
I'm not sure that this game will be all that balanced with those specific alliances. I'm not sure if any alliance is going to be balanced well in this format though. I guess I will join and hope I roll one of the countries favored by this balance.
Re: Variant rules game for players who like co-operation
Bumping this up, hoping to get 4 more players for this cool-sounding game.
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Re: Variant rules game for players who like co-operation
I would join, but I don't have great rr. Sounds like fun, so I'm definitely spectating.
Re: Variant rules game for players who like co-operation
No! I don't want Minister to be banned. Why do you hope that?gimix wrote: ↑Wed Jun 17, 2020 1:53 pmI hope they are gunboat games. Playing twenty full press games is not a hobby, it's a full time jobMinister of Silly Walks wrote: ↑Wed Jun 17, 2020 1:36 pmIn short: I have somewhere around twenty games
And I would also play, hoping not to get Germany.
Re: Variant rules game for players who like co-operation
I think this variant from vDiplomacy suits this idea really well. It would support five two-player teams.
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Re: Variant rules game for players who like co-operation
I already have an ongoing Western Triple vs. Juggernaut vs. Lepanto game, but I can join in near the deadline if you will still need more players.
By the way, why such choice of alliances? I think it would make sense to go with the standard rules for four or three players if you want unbreakable alliances (I/R, A/F, T/G, E by itself or B/G/A, I/R, F/T), and that appears to be more balanced.
By the way, why such choice of alliances? I think it would make sense to go with the standard rules for four or three players if you want unbreakable alliances (I/R, A/F, T/G, E by itself or B/G/A, I/R, F/T), and that appears to be more balanced.
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