WARPED DIPLOMACY CLASSIC
INTRODUCTION
Heavily modified variant of the board game Diplomacy.
Card play replaces written orders.
Players should be familiar with basic concepts of the standard game
such as Supply Centers, Provinces, Units, and Great Powers.
Special movement rules (Kiel & Constantinople, etc.) still apply.
Rules for Retreats, Building, Occupation, Civil Disorder, and
Convoys still work in the spirit of the original game.
DISCLAIMER
Diplomacy is a copyrighted, trademarked property.
This is merely a fan site.
VICTORY
Control of 18 Supply Centers.
BOARD & PIECES
A standard Diplomacy Board and Pieces are used.
Additionally 3 special Decks are used:
1. Event Deck
2. Land Battle Deck
3. Sea Battle Deck
SETUP
Standard setup of the Great Powers.
Additionally each player is dealt 4 Event cards.
TURN ORDER
Turns are not simultaneous. Players take turns.
Germany goes first, followed around the table going clockwise.
TURN SEQUENCE
Players take turns.
Each turn has 6 Phases:
1. Planning Phase
2. Logistics Phase
3. Movement Phase
4. Battle Phase
5. Advance Phase
6. End Phase
PLANNING PHASE
Draw 4 Event Cards.
If you have 10 or more Supply centers, draw an extra card.
If the deck runs out, shuffle the discard and draw from it.
LOGISTICS PHASE
Discard any 2 Event cards to build 1 Unit. (Not in excess of your supply limit)
Some cards allow you to build a unit for the cost of that card only.
MOVEMENT PHASE
Discard any Event card to move 1 Unit 1 Space.
Some cards will allow you to move 1 Unit additional spaces or
to move several units for the cost of that card only.
Discard any 1 Event card to convoy 1 Army as described in the regular rules.
An Army may convoy on allied ships if those players allow.
An Army can only be convoyed into an unoccupied Province.
A single unit may only normally be moved once per turn. Additional
movement requires an Event card to specify that it is an extra move.
ATTACK PHASE
Discard any Event card to have 1 Unit attack an enemy unit in an adjacent space.
Some cards will allow you to attack with several units for the cost of that card only.
Armies in Coastal Provinces cannot attack Fleets in Sea Spaces.
Fleets in Coastal Provinces cannot attack inland Armies.
A single unit may only normally attack once per turn. Additional
attacks requires an Event card to specify that it is an extra attack.
BATTLE RESOLUTION
To resolve an attack the Sea and/or Land Battle decks are used.
If you have an Army in the battle draw 5 cards from the Land deck.
If you have an Fleet in the battle draw 5 cards from the Sea deck.
Each player may then discard up to 2 cards and draw replacements.
If a deck runs out, shuffle the discard and draw from it.
Add up the Force value of the playable cards in your hand.
A Defending Army cannot use Attacker cards.
An Attacking Army cannot use Defender cards.
A Fleet can use up to 3 Ship cards, 1 Weapon, and 1 Tactics card.
Support: A unit adds 1 to its Force value for every friendly unit adjacent to
itself and adjacent to the enemy unit it is fighting.
If one sides Force total is 3 or greater than his opponents, the loser, if he
is the defender, must retreat. If he cannot retreat, he is destroyed.
If the attacker loses, nothing happens.
If a defending unit has already retreated once this turn, and it must
retreat again, it is destroyed.
If a unit loses by 6 or more it is destroyed.
A unit gets -1 to its Force for every time it already attacked/defended this phase.
Discard all Battle cards after each attack.
ADVANCE PHASE
If a defending unit is destroyed, the attacker that destroyed it may move into the space
previously occupied by the destroyed (removed) unit.
END PHASE
Maximum Event card hand size is 3 cards. Discard excess cards.
EVENT DECK CARD LIST
Card: Notes:
Industrial Might Build 1 Unit
Conscription Build 1 Army
Shipyards Build 1 Fleet
Man Power Build 1 Army
Naval Arms Race Build 1 Fleet
Surplus Build 1 Unit
Militarism Build 1 Army
Blood and Iron Build 1 Unit
Marching Orders Move 2 Armies
Grand March Move 3 Armies
Mobilization Move 2 Units
Major Mobilization Move 3 Units
Grand Plan Move/Convoy 4 Units
Launch Ships Move 2 Fleets
Out to Sea Move 3 Fleets
Grand Strategy Discard to draw 2 Event cards
Propaganda Discard to draw 2 Event cards
Offensive Attack with 2 Units
Major Offensive Attack with 3 Units
Grand Offensive Attack with 4 Units
Naval Operations Move or Attack with 2 Fleets
Fleet Action Move or Attack with 3 Fleets
Attrition Attack with 2 Armies
General Advance Attack with 3 Armies
Wide Front Attack with 4 Armies
Marine Landings Convoy up to 2 Armies
Logistics Move or Attack with up to 2 Units
Resupply Attack with 1 unit and draw 1 Event card
Reserve Movement Up to 2 units may move 1 extra space
Rail Network 1 Army may move up to 2 extra spaces
Expedition 1 Fleet may move up to 2 extra spaces
Push 1 Unit may make 1 extra attack
Big Push 2 Units may make 1 extra attack each
Zeppelin Raid Opponent discards 2 Event Cards
Sortie Move and attack with 1 Unit
Limited Objectives Move and attack with 1 Unit
Invasion Move and attack with 2 Units
Salient Move and attack with 1 Army
Seek & Destroy Move and attack with 1 Fleet
General Move and attack with up to 2 Armies
Admiral Move and attack with up to 2 Fleets
Exploitation Move 1 Unit 1 extra space in Advance Phase
Overrun Move 1 Unit 1 extra space in Advance Phase
Spies LOAH; Draw 1 card from the Event Deck
Diplomats LOAH; Draw 1 card from the Event Deck
Intelligence LOAH; Draw 1 card from the Event Deck
Peace Talk POOT; Opponent cannot attack you this turn
Treaty POOT; Opponent cannot attack you this turn
Mutiny POOT; Opponent cannot attack this turn
Revolution POOT; Opponent cannot attack this turn
Reforms Discard your hand and draw 3 Event cards
Influenza Epidemic POOT; Negate a Build Action
Delays POOT; Negate a Movement Action
Ammo Shortages POOT; Negate an Attack Action
Alliance POOT; Opponent cannot attack target Player
Entente POOT; Opponent cannot attack target Player
LAOH = Look at Opponents Hand
POOT = Play on Opponents Turn
LAND BATTLE DECK CARD LIST NOTATION
D = Defender Only
A = Attacker Only
B = Both Defender and attacker
LAND BATTLE DECK CARD LIST
Card: Type Force
Barbed Wire D 2
Trenches D 3
Poison Gas A 3
Tanks A 3
Machine Guns D 4
Rolling Barrage A 4
Mine Fields D 2
Fortress D 3
Artillery B 3
Infantry B 2
Storm Troopers A 3
Biplanes B 2
Regiments B 1
Battalions B 2
Divisions B 3
No Mans Land D 2
Bombardments B 1
Blunder D 4
Snipers B 1
Officers B 1
Breakthrough A 4
Counterattack D 2
Surprise A 3
Defense in Depth D 4
Over the Top Boys! A 2
Ariel Reconnaissance B 2
Reinforcements B 2
Siege Guns B 2
Cavalry B 1
Trap D 4
Frontal Assault B 2
SEA BATTLE DECK CARD LIST NOTATION
S = Ships
W = Weapons
T = Tactics
SEA BATTLE DECK CARD LIST
Card: Type Force
Engagement T 2
U-Boats S 2
Submarines S 2
Destroyers S 2
Light Cruisers S 2
Heavy Cruisers S 3
Gunnery W 2
Battle Cruisers S 3
Standoff T 1
Mine Layer S 1
Biplanes W 1
Aircraft Carrier S 2
Battleships S 4
Salvos W 2
Dreadnaughts S 4
Pocket Battleships S 3
Squadron T 3
Night Battle T 3
Turrets W 2
Smoke T 1
Armored Cruisers S 3
Old Battleships S 3
Torpedo Boat S 1
Mine Sweeper S 1
Depth Charges W 1
Torpedoes W 1
Gun Boats S 1
Blockade T 2
Captain T 2
Big Guns W 3
Storm T 1
Pursuit T 2
Flotilla T 2
Auxiliaries S 1
Surface Raiders T 2
Outmaneuver T 2
Escape T 1
DESIGNERS NOTES
The standard game takes place in the relatively peaceful (historically) period between the
Franco Prussian War (also Russo-Turkish) and WWI. However, it will be noticed that the card
flavor of the Battle Decks in this variant has a distinctly WWI flavor.
LINKS
Diplomacy