Rules of the Game
Feb 2003

    Contents
  1. Introduction
  2. Dynasties
  3. Military
  4. Orders
  5. Movement
  6. Finances
  7. Battles
  8. Sieges
  9. Trade
  10. Special/misc. rules
  11. Colonialism



1. Introduction

This game is based on a cross of two systems: Diplomacy Royale (a diplomacy variant), and the 1618-Something Campaign by David Heading. Unfortunately, all of the address I have tried to contact Mr. Heading at do not appear to be working. In any event, Mr. Heading's 1618-Something game was itslef a cross of Diplomacy with DBR. I am undecided as of yet about leaving the DBR aspects in or not (concerning military) thus there are two sets of rules for militaries and combats included here. Diplomacy and related aspects (ie subterfuge, deceit, betrayal, switching of allegiances, etc) is encouraged.

2. Dynasties (Diplomacy Royale rules)

Diplomacy Royale is a variant of Diplomacy�. The general mechanics of Diplomacy are largely unchanged, and thus it may be played as an addition to Diplomacy or many of the Diplomacy variants.
The fundamental change in Royale is the existence of dynasites for most of the powers. These dynasties exist as off-board entities, although they do have some effect on on-board play. These 'characters' will age marry, bear children and eventually die. They may also enter ill-thought out marriages, lead troops in battle with varying degrees of competence, and demand more autonomy from their parents.
These dynasties affect the rules in three ways:
  1. Treaties may be made which are binding, and enforced by the GM. These treaties are associated with marriages amongst the families of the powers. The binding treaties are in force only as long as the couple remains married.
  2. New provinces may be made the locations of builds. These building-strengths associated with the granting of Titles to members of the dyansty. The Titles may be inherited, and both the build-site and the armies created there may be passed on to successors, who may or may not be members of the original dynasty.
  3. Military units/elements now have variable strengths. These strengths are associated with the assignment of leaders to the military units in question.

� � 2.1. Dynasties
It is the family, and how it is run that will determine the flow and ebb of alliances. Balance must be attained by the new powers a family allows, and the contingency plans for untimely deaths.
Each dynasty begins with a number of characters. This number is determined in advance and may be varied. Each of these characters has two properties: Constitution and Leadership (males) or Guile (females). Each also has a unique name which you assign. These characters will age, marry, produce children, arrange marriages to each other and eventually die.
To compensate for the variation in quality of the dynasty members, the players are permitted to bid on the inital powers and their dynasties. The list of royal families is published and each player submits a list of preferences. Using the normal algorithm, the powers are assigned. A player receiving his first choice gets no bonus points. A player receiving his 2nd or 3rd choice would receive 1 point, 4th and 5th:2 points, 6th and 7th: 3 points. These points would then be used by the players to increase the characteristics of the characters in that dynasty.

� � 2.2 Birth
The beginning of life. New princes and princesses to carry on the name of your dynasty. All are not created equal. And all will develop needs of their own. � � 2.2.1 Birth Rolls
Each married couple has a possibility of producing children each birth phase. This ability is conditional on both potential parents not being held prisoner and the mother being aged 50 or less. The probability of having a single child is 50%. There is an equal probability of a boy or girl. A dynasty may try for additional children, but this will exact a toll on the wife's constitution for the upcoming survival phase (one point per attempt beyond one) and thus will increase the probability that she will not survive the year. There is no penalty for atempting to produce the first child and the opportunity cannot be declined (Birth control is not yet invented).
Each couple selects one of the following options for each 5 year period:

Birth "Option" Interpretation
1 Try for one child (default).
2 Try for two children (the results in a penalty of 1 for the upcoming survival roll for the mother).
2A Try for a second child only if no issue on the first.
2S Try for a second child only if the first is not a son.
3, 4, etc. Can only try more than two rolls if no children are obtained on the first two rolls.
3S, 3A, 4A, 4S, etc. Same as above, but no attempt for a second roll will be made if the first roll generates a son.

� � 2.2.2 Character Properties
Each child receives a constitution and leadership/guile rating at birth and should be given a unique name for reference purposes. Constitution modifies the 'survival roll', (e.g. a constitution of +1 adds a point to the die roll for survival). Leadership modifies the leadership capabilities of the male. Males leadership ratings are further modified by their wives' guile ratings. Both constitution and strength/guile ratings are derived from the following table. These ratings are public knowledge.
For each child, 1d100 is rolled twice, modified by their parents respective ratings and a quarter of the sum's of their grandparents.

roll -5-0 1-10 11-30 31-70 71-90 91-100 101-106
Result -3 -2 -1 0 +1 +2 +3

� � 2.2.3 Serial Numbers
Each character has a unique serial number (or numbers) for purposes of dynasty tracking. The serial number encodes information on the genealogy of the character. The serial number of the initial King is x1000 where x is the power id (e.g. Hapsburg). The first son of the king will be x1100, the second son, x1200 and the first daughter x1a00, second daughter x1b00. Similarly the serial number of the third son of the first son would be x1130, and so on. The length of serial numbers may be extended to continue generations.
The character serial numbers permit the simple tracking of lines of succession. For the throne, the minimum serial number for that dynasty is always the king. For a Titled noble, the same rule applies, except the serial number will be 'masked' by the serial number of the first noble of that Title. A character renouncing their claim to their dynasty loses their serial number for that dynasty. Characters who are born to parents of two different dynasties a serial number derived from each parent, provided the parent has not renounced claim(s) dynasty. If a parent is has serial numbers for more than one dynasty then any issue would have many serial numbers as required.
� � 2.3. Death
Not even Kings live forever. Planning for after your death is the job of any good parent. And you never know when it will strike.
Each character will reach he age of 15 unhindered (meaning will not die of natural causes, not counting plague). From the age 15 on each member of each dynasty must make a survival roll every 5 years. This includes Winter 1615. They must make their required roll or more, modified by their constitution and wives birthing rolls (if applicable) on 2d6. If they fail to match or exceed this limit, then: they die, their marriages are ended, writs are null and void, and succession is initiated if a Title is held.
The necessary Surivival Rolls are:
Age 15-19 20-24 25-39 40-49 50-54 55-59 60-64 65-69 70+
Roll Needed 3+ 4+ 5+ 6+ 7+ 8+ 9+ 10+
Note that a roll of 2 (double ones/snake eye's) for a survival roll (unmodified) is ALWAYS fatal.

� � 2.3.1 Plague
Some plague rule will be devised. Undecided what exactyl as of yet.
� � 2.4. Marriage
Marriage is about compromises. As a tool of Diplomacy a simple ceremony involving loved ones can often do more than armies on the battlefield.
� � 2.4.1 Acceptable Marriages
From the age of 15 forward characters may be married. They can't marry a member of their own dynasty, but may marry members of other dynasties who have claim to their dynasty. Due to the limited population pool, Royale ignores difficulties due to being cousins (as historic rulers sometimes did), and same sex marriages were frowned upon in the courts of Europe at the time, so they are forbidden here as well. Note that princesses may renounce their claim to their original dynasty, but for the purposes of determining acceptable marriages, only their original dynasty is used.
� � 2.4.2. Marriage Treaties
Upon marriage any agreements desired by the two dynasties may be made, in writing. These may include (but are not by any means limited to):

In essence, any agreement that could be made in Diplomacy can be formalized in marriage agreements. Agreements should not, however, include terms which cannot be upheld as the result of another marriage writ. Any such term would be flagged by the Game Master in the preparation of the Writ. These marriage agreements are binding, until one spouse or the other dies, at which point the agreement is null and void. Marriage writs cannot be changed, even by mutual agreement, however a term may temporarily be disregarded if both parts agree in written to the GM.
Terms of a marriage agreement may be of two types.
  1. Private - Not announced by the Master
  2. Public - Will be announced by Master

Note that either party may discuss private terms with third parties, but the Master will not confirm or deny the existence of any private term in a writ.
Renouncing of Titles is always a public term.
� � 2.4.3. Marriages and Succession
By default children are members of the father's dynasty. This means that the father's dynasty controls the child. This default is negotiable as part of the marriage treaty. Children are also in the succession order in both parents dynasties. If the parent is eligible for succession, so is the child. Children cannot be denied their birthright. If the parent is not in line for succession, neither is the child. Succession is conferred at birth.
Renouncing the throne is an announcement made as part of a marriage agreement, and is permanent. Thus, when the marriage ends, rights to succession are not regained, but the princess (or prince) could be returned to the originating family for use in further marriages, as normal. The renouncing of a claim to a Title must be made before the Title is acquired. Abdication is not permitted. In heir renouncing are limited to only one per dynasty and marriage phase.
In the case that a Prince is marrying a Titled female, it may also be the case that the male renounces his right to his Dynasty's throne and Titles and the same rules apply.
Example:
A French princess marries an Italian prince and produces a son, this son is a member of the Italian dynasty and the French dynasty. If the princess were to renounce her claim to the French throne as part of the marriage agreement then the son would be in the Italian line of succesion only. If the prince dies, the princess (not the son) would be returned to the French dynasty, and she could remarry. If the prince had become king however, the princess would be removed from the game.
� � 2.4.4. Marriage Writs
The confirmation of a marriage and its attendant treaty has several stages:
  1. The two dynasties negotiate terms of the marriage agreement.
  2. The dynasty of the groom sends a copy of the proposed marriage agreement to the GM.
  3. The GM forwards the 'official writ' to the family of the bride.
  4. The bride may accept or reject the proposal.
  5. If accepted, the GM immediately announces the marriage and public terms. The writ is in force.
  6. The GM will only issue one writ per couple per phase. Thus terms must be negotiated ahead of time. A groom may propose to several brides, and a bride may receive several proposals, but the first to be accepted is in force and all other competing writs are null and void.
  7. Once issued the groom may not withdraw a writ (except in special circumstances noted below). But a writ may be nullified if a competing writ is accepted.

The GM will 'flag' any term which may not, at that time, be fulfilled (as a result of another marriage writ). These presence of these terms does not nullify the writ, but they will be identified and are not in effect until the impedence is lifted. Explanations will not be specified by the GM. Terms which are inapplicable due to the bride's dynasty will be flagged only upon acceptance by the bride. The groom may then withdraw the offer, if desired.
In the case that the applicibility of a term changes before the writ (e.g. due to another writ coming into force) has been accepted, either party may withdraw the writ.
The bride's dynasty may choose to issue a 'delayed' acceptance. That is an acceptance that will be effected at the deadline. These are legal, but are not in any way binding. The bride may accept another writ, or decline the proposed writ. The GM will handle the delayed acceptance but will make no announcement of it.
� � 2.4.5. Other Marriage notes
One of the dynasties must have a member of the clergy to perform the ceremony.
You may marry a 'commoner' though this will likely have repurcussions (either with the GM and die rolls, or with other players and a loss of respect and prestige).
� � 2.5. Leadership
A son who is a strong leader is a great asset. A son who is a poor leader is a liability not easily covered.
� � 2.5.1. Assignment & Military Leadership
From the age 20 on each male must be assigned to an unit (army/fleet/garrison/train) or an element of the dynasty. Males may be voluntarily assigned form the age of 15. The King is exempt from this requirement, but may be assigned if desired. If an assigned noble, becomes King, he has the option to retire, but may then not be reassigned. The assigned noble will modify the strength of his unit/element. Several leaders may be assigned to a single unit or elewent, but they need to be assigned as evenly as possible. A noble's leadership rating is modified as well by the wife's guile rating. Once assigned, leaders may not be reassigned to another unit unless they are captured. Nobles may be assigned to foreign units, if that has been agreed upon in a writ. That goes for any ,rit, not just the one from the relevant character's marriage.
The sum of all male leaders leadership ratings and their wives (if any) guile ratings is the total adjustment in AP's for elements. The sumX10AP is the adjustment for Units.
� � 2.5.2. Capture and Ransom
A unit that is forced to retreat may have its leader captured by the attacking force (probability .5 for each leader individually). In the next (and subsequent) Marriage phase, the attacking force may decide to:
  1. return the leader to his dynasty (possibly in exchange for compensation)
  2. execute the captured leader
  3. continue to hold the captured leader

Leaders held prisoner may not roll for further children, although their marriage treaties are still in full effect. A noble may marry while in prison if the captor consents.
� � 2.6. Titles
Eventually, they tire of waiting for you to die.
� � 2.6.1. Eligibility
At age 30 each male who is not an heir must be assigned a Title. Males who are not heirs may be assigned Titles from the age of 15. An heir is defined as the first in line for a Title either as a King or Noble.
Each Title refers to a province currently under the control of the dynasty to which the male belongs. You may also title a noble to a province you do not yet control, but have a unit in, however that does not affect control of the province. You must still occupy it during a "winter" move, before you may build in it. Titles to sea spaces are not allowed.
If no territories are available then 'other' Title's may be conferred that have no game effect. Two nobles from the same dynasty may not be given Title to the same province. If more nobles are eligible for Titles than there are available provinces, the assignment is discretionary to the power.
Nobles from different dynasties may be given Title to the same province, but only the dynasty controlling the province will be able to build there
� � 2.6.2. Powers Conferred by Titles
The Title (Baron of Burgundy, Lord of Liverpool, Sultan of Serbia, etc.) confers certain powers. The location of the Title is now a permissible build site for the dynasty that owns the Titled noble, provided it continues to be controlled by the dynasty wishing to build.
For a dynasty to build a unit in a province all of the following conditions must be met:
  1. The province must be a build site
  2. The province must be controlled
  3. The province must be unoccupied (EXCEPTION: see colonialism, below)

A unit created in a Titled build site belongs to the noble holding Title for that site. Units created in unassigned home build sites are under the King's control.
� � 2.6.3. Transfer of Titles
Titles are transferred by the usual rules of succession. It is possible through succession for a noble to attain Title to more than one territory, ho may then divide the titles between heirs.
If due to succession the Title should change dynasty, the Title and all armies that were raised from the Titled province will transfer to the new dynasty. So will also control of the province he is titled to, provided it is unoccupied and under control of the dynasty that used to control the title. If the province is occupied by a third power, that power will keep control of it. For kings, this applies to any unassigned province. This applies equally to 'created' build sites, and to original build sites. The province becomes a build site for the succeeding dynasty.
Example:
James, the English Lord of London, dies. His heir is Jules, who is controlled by the French dynasty.
Implications:
  1. France now controls any armies raised by the Lord of London
  2. London is now a build site for the French
  3. If controlled and unoccupied, French units may be raised in London
  4. If the English dynasty controlled London , the control of the center is tranfered to the French dynasty.

If the Title for a province is lost to another dynasty, and later that province is recaptured, the Title to it may be reassigned.
� � 2.7. Succession Notes
Widow's may remarry, and widowed wives are returned to her original dynasty unless other arrangemnets were made by writ.
If a titled noble becomes a king, he may retire his previous title (and later regrant it) or retain it in addition to the kingship.
If a dynasty loses its crown, its nobles may declare themselves Kings of a new area (under its control), which becomes a home build center.
If a titled line dies out, it's title is disolved and the armies under it revert to the granting power.
� � 2.8. Clergy Rules
Male's between 15 and 20 (ONLY) may enter the clergy of the faith followed by that dynasty and becomes a priest. He cannot later 'quit' or marry.
For dynasties following one of the heirarchical religions (Chirstiantiy & Islam), there is a 10% chance of increasing a level per year (non-cumulative).
+1 is added to all clergy members survival roles, due to the safer life they live.
The Levels are:

The promotion rolls are modified by their leadership ratings.
Each level confers a special power. This is in addition to the levels underneath it (except one special case).
The Archbishop/?, Cardinal, and Pope powers can only be used once a turn
� � 2.8.1. Priests
When a person joins the Clergy, this is where they begin. If there is to be a marriage between two Dynasties, at least one of them must have a priest. A priest can perform any number of marriages, and are eligible to perform marriages the minute they become priests. � � 2.8.2. Bishops (Christian) /Clerics (Muslim)
Bishops & Clerics allow people to renounce their claim. Renouncing is a very common item put in a writ, especially for the female. A Bishop or Cleric on either side of the family allows either of them to renounce. If neither dynasty has a bishop then there can be no renouncement in the writ. Each clergy member may only use his powers to let one character renounce per marriage phase.
At any marriage phase a Bishop or Cleric may both marry and allow renounceing
Upon advancement to Bishop (not Cleric), he must declare an bishopric (a residence). This can be province controlled by your dynasty or in which you have a unit, or one of the bishoprics of the Holy Roman Empire (Not that Milan & Austria are for Archbishops only, only with a few other particular one's). Bishops may be put in foreign supply centers, if that has been agreed upon in a writ. � � 2.8.3. Archbishops (Christian) /Iman (Muslim)
Iman's must be assigned to a province as per the Bishop rules above. (EXCEPTION: can not be assigned to a bishopric within the Holy Roman Empire)
Archbishops & Iman's can arrest people. Foriegn leaders within 2 spaces of the archbishopric (or Iman's province) could be arrested (a 50% chance modified by a 10% bonus/penalty per point of difference in the two people's leadership. A +1 Archbishop that tries to capture a -2 leader has an 80% chance of success), provided the province is still owned by you. If you lose the province, or even if it is occupied by foreign troops (like after a spring move), then you can only make an attempt within 1 space at a 10% additional penalty. An archbishop can't arrest people the same marriage phase as he is granted his Archbishopric, he has to wait a turn while his network of informants install themselves into their surroundings. (Iman's can though).
Since the clergy's powers never leave you when you advance, Cardinals/? can continue to arrest people and the province remains his archbishopric/home. His stature is greater now, so any leader that is within the radius of any Archbishop's/Iman's or Cardinal's/? home that is not controled by the same player is eligible for arrest. Cardinals/? also have the option of declaring someone beyond reproach. That person cannot be captured by a member of the clergy for that round. Also, a leader is protected from arrest if he is stationed in an Archbishop's province that the player also controls. Popes are above that sort of thing, but may still protect leaders. Popes no longer have a province, as they serve everyone.
The difference between POW's and leaders arrested by Clergy: Only POW's can be executed, and upon the death of the Religious captor, the prisoner is released.
When an unsuccesful arrest attempt is made the dynasty of the targeted noble will know someone tried to arrest him, but not who. If the attempt was unsuccesfull due to that he was protected by a Cardinal/? or Pope both the noble's and the protector's dynasty will know someone made an attempt, but failed due to the protection. The attempting dynasty will get a message saying whether the targetted noble was protected or not.
Archbishops/Iman's may be assigned to a foreign province after agreement in a writ. (Remember though, that he will get the penalty for the province being foreign, see above)
At any marriage phase an Archbishop may: marry, allow renouncing and arrest
� � Cardinals (Christian)/ ? (Muslim, need a title)
Cardinals/? affect succession. Upon the death of a titled noble, the title normally passes on to the next in line. A Cardinal/? has the option to back the second (or third or fourth) in line and attempt to "pass over" the rightful heir. There is a 50% chance of successfully causing a skip to the second in line(60% for a ?), with an additional -10% penalty for Third, Fourth, etc. The skipped noble is now deemed "unfit for a title" and cannot ever be titled, but he does not renounce his claim. For game mechanics, his serial number is put in parenthesis so his future children will (likely) not become claimless. If he was not skipped as King, he is still eligible to be King, but only if there are NO OTHER claimants that have not been skipped over for a title. For all practical purposes, there are two lines for King: Those who haven't been skipped, and those who have. The ones who have been skipped are put at the end of the line, likely behind their own children. A cardinal may only use his cardinal powers once, i.e. he can't both arrest and skip etc.
Catholic Cardinals get to vote on the new Pope. Only Cardinals that have "advanced" are eligible to be voted for, and all Cardinals can vote. If a Cardinal advances and there still is a pope, then a plus (+) is put next to his title to signify that he is eligible to become Pope, should the chance arise. The first tie breaker for Pope is his leadership; the second is age; and the third is random. There doesn't always have to be a Pope.
At any marriage phase a cardinal+ may: marry, allow renouncing, arrest and protect/skip � � 2.8.5. The Pope (Catholic only)
The Pope can annul marriages. Provided one side requests it, a marriage can be called off, and the writ will be rendered null and void. The nullification is immediate, but the two participants must wait until the next marriage phase to be married. To prevent the pope's power from becomming useless it is not allowed to include in a writ that the parts may not ask the pope to annul the writ. However it is allowed to include that if either of the two dynasties has a pope, he may not annul the writ.
At any marriage phase a Pope may: marry, allow renouncing, protect/skip and anull.
The Pope also controlls the Papal States and has great influence on the Holy Roman Empire

3. Military
I am not yet sure If I will be retaining the DBR portions of the rules or not, thus all references to Elements may be removed at a later date.
There are 6 types of units deployed: Armies, Garrisons, Navies (aka Fleets), Trains, Siege Trains, and Corsairs. Unit's in turn are made up of Elements. Elements have a number of AP. A unit may have no more than 100AP.
� � 3.1. Armies
These are the general field armies. I have several sample lists available upon request. Armies are subject to three absolute rules in construction
  1. No more than 100 AP
  2. Must include a CinC (see below)
  3. Must be valid for the year in question and your countries technology.

� � 3.2. Garrisons
These are the strong point defenders. They are located in a provinces various fortresses and outposts. They may not move but may convert to an army in one turn (and vice-versa). Frequently, field armies defeated in battle will retreat to [into a] garrison. Garrison's may or may not contain a CinC.
� � 3.3. Navies (aka Fleets)
Fleets are the aquatic arm of a nation. Navies may move either by tactical or strategic rates. Tactical is normal movement, as in between local sea areas and coastal provinces. Strategic Fleet movement is Intercontenental [off the edges of the maps]. Fleets may or may not contain a CinC, but usually do.
� � 3.4. Train
This represents the augmentation of a field army for principle operations. Each nation may only posses 1 train as this represents a consentration of a countries forces. It may contain anything you like allowed by the lists, but you can only have one. It must be stacked with an army. It may not move independently, but can be swapped between armies with hold or mutual support orders in adjacent provinces. Trains may or may not include a CinC.
� � 3.5 Siege Train
The siege train is the specialist destroying (or defending) arm of your forces. It may contain only guns, plus up to 4 elements of guard troops permitted by your army list. Whatever artillery is allowed on your list, it may contain up to 4 Elements of Art(S) or Art(O), which give an advantage in siege warfare (hence siege train). A siege train may move independently, and may be stacked with an army. Siege trains may not include a CinC element.
� � 3.6 Corsairs
Most pirates at this time were actually buccaneers until governments started to withdraw letters of marque in the 1660's. Most also had government backing and were used to form or augment national navies. To raise Corsairs home province (port) must be nominated. If it is lost, the corsairs disperse. The navy list is determined, consisting of Elements of Yt, Bt, GS(I), Gn(I), Gy(I). Letters of marque are then issued, in which you specify which trading nations vessels the corsairs may attack. Note the privateering rules below of locations of trade routes. For each nation specified, you receive merchant man prize money of 1D/season. 1/4 of this (i.e. 1D/year) will be lost from the income of the targeted nation. Buccaneers need not be maintained. If a fleet appears, buccaneers will remain in port unless they are either out scouted, in which case they will most likely be wiped out, or a friendly fleet appears. Taking prizes in his way is frequently regarded as an act of war. Use with care. Landlocked states may use buccaneers if they obtain the agreement of a state with a coastline. On the other hand, people may not believe a letter of marque issued, say, by Bavaria.
Corsairs are not always completely under your control.
� � 3.7 Stacking
Armies and navies cannot be stacked, though navies may transport Army, Train, & Siege Train units. An Army can be stacked with a Train and/or a siege train. A train, garrison, Siege Train, and Army may all be present in a province at once (along with a Fleet if it is a coastal province), making it formidable (potentially 500AP!), but vulnerable to plague!
� � 3.8 Support
Support is a given order for a unit to assist a force in another neighboring province or sea zone. The force being supported may be defending or attacking. Armies may support into neighboring provinces at half their AP value (up to 50AP). Fleets may support into neighboring sea zones or neighboring coastal provinces at half their AP value (up to 50AP). Garrison's may support into neighboring provinces at a quarter of the AP value (up to 25AP) or into an adjacent sea zone at up to a tenth of their value (up to 10AP) if they include Artilery Elements. Siege Trains may support into neighboring provinces or sea zones at up to a tenth of their AP value (up to 10AP). Trains may not support.
� � 3.9 Elements (DBR)
I caution again that I may be removing this aspect
Elements are descriped using combinations of two abbreviations: type & quality. Quality is of 5 categories:

The different types are:

Specific DBR rules will be withheld until I myself learn them and decide If I want to use them, but I do want to mention CinC. Armies require CinC, other units it is optional but recomended. A CinC is a general or captain or Admiral or whatever who is in charge. Any Element of which there are at least two present may be made a CinC at an increase of 10AP (and thus +1D cost). Assigned nobles can sometimes take this role as well. Sample armies are available upon request.

4. Orders
Orders are of two types, Financial and Military.
� � 4.1. Financial Orders
Financial orders take precedence in effect over military orders.
  1. Disband own unit 10D. If insufficent funds, unit mutinies.
  2. Enemy garrison to surrender 15D. Unit is removed.
  3. Enemy army disband 15D. The Army is removed.
  4. Quell mutiny 15D. A mutiny of any nation is quelled. The mutineers are replaced by a unit of the original type of the queller's nation.
  5. Induce rebellion 8D. A peasant rebellion is induced in a named province, counting as a 100 AP army until relived or put down.
  6. Increase defence value of province 10D. New Fortifications are built, adding 2d100/2 AP to the defense value of the province.
  7. Assassinate (5D/pip for element, 10D/pip for unit or charcter , or 20D/pip for ruler) (max. of 3 pip's). A pip is a 1 in 6 chance on a 1d6. If a ruler or assigned character is assasinated, a 1d6 is rolled for their unit(s). On a 1- they disband, 2-3 declare civil war, 4+ remain loyal. For each 5D per unit spent by the central govermnet, +1 is added to the roll. For each 10D per unit spent by others, -1 is added.
  8. Bribe nation/unit/element 5D+. An nation ally of an opponent at war may be induced to become neutral. For GM nation's, they simply remain neutral and the bribe is added to their treasury. For Player nations, 'popular opinion' prevents their cooperation (they do not get the bribe, but may try again next turn). If a 10D+ bribe on a GM nation is successful, they become an Ally (you can control its army and navy within limits of the ally's national security, you may cross its territory, and get support from its troops, you do not control its territory, you may request use of its treasury but are not guaranteed use of it). Units/Elements of any nation (GM or Player) may be bribed in this fashion, with assigned nobles modifying the results. If a bribe of 5D+ is successful the unit or element will remain neutral as long as you do not devestate the province. On a bribe of 10D+ the unit/element will join you!.
  9. Bribe order 3D+. Any order (Financial or Military) may be counter manded by other players succesfully sabotaging them (ie Fortifications prove falty or are delayed, Military units don't respond to move orders or are out of position to provide support, etc.).
  10. Counter Bribe 3D+. Bribe's may be counter bribed by increments of 3D. This causes the cost of the original bribe to be increased by 3D+.

� � 4.2. Military Orders
Units may be issued with the following orders:

Any unit which is attacked automatically nulls it's order unless the order was a move order AND the direction of the move was away form the attacking force (GM's discretion).
If a unit had been ordered to move, but was attacked and had that order nullified, then any unit of the same type that had been ordered to move into that province/sea zone (that would of been vacated by the first unit) is also nullified. Note that this in turn may effect other move orders, effectively causing a chain reaction 'traffic jam'. Other types of units ordered to move into what ends up being a battle zone have there order switched to Support into the battle, and if the victor of the ensuing battle may then advance into the province.

5. Movement
The map's are divided into provinces and sea areas. Movement is province to province, province to sea or sea to province. A move is one season. 4 seasons make a year. If you occupy a enemy province at the end of a year, you capture it. Fleets may only move on sea areas and coastal provinces. All others (except Garrison's) may only move on land, unless transported.
The effect of movement orders should be pretty obvious. Units ordered to support, but which are attacked may not support, but may defend themselves. Units can move through a "corner" on the map, and may support across the corner boundary (e.g.. an army in Circissa can move into Armenia).
Strategic movement for navies is slightly different. Essentially, it corresponds to the fleet sailing, as a whole from one region to another. The course must be set in both sea zone to sea zone and area to area terms (ie off the edge of a map onto the other or around the southern edges of Africa or South America). If a hostile or neutral fleet is encountered on the way, the moving fleet returns to the zone and area it came from. Otherwise, movement is carried out sucessfully. A fleet cannot do anything except move while undertaking strategic movement. If, upon arrival, there is not a friendly port (ie an ally who states his ports are open to the fleet, or a factory), the fleet is eliminated. The requirement for refitting and rapid resupply means that a fleet would not be able to do this without local assistance. Armies may be transported by fleets, but only by fleets which are specifically purchased for the purpose, and which are subsequently co-moved with another, normal fleet. Transcontinental invasion was an expensive and risky business, and required large quantities of merchant shipping. Even the English at Isle de Rhe used about 200 merchant ships, and that, in global terms, is not far from England. The extraordinary fleet consists of specially constructed or purchased merchantmen only. Single elements may be sent by normal fleets, at 1 element per fleet.

6. Finance
The generic currency unit is D. I would like to use something more accurate but that would make the game too time consuming to manage. Feel free to refer to D's in terms of your countries historic currency unit (with a 1:1 exchange rate between all currencies) though all accounting will be recorded in D.
� � 6.1. Income, Troop Paying and Raising
Each controlled province or occupied sea zone at year end will provide 5 D income. A Unit/Element costs 0.1D/AP to create and 0.05D/AP to maintain each year. This is paid in Winter turn each year. Units or multiple Elements may only be built in Winter, single elements may be built at any season. Variable income is decided by the roll of 2d6 D for states of 2 provinces or more, 1d6 D otherwise.
If a unit is not paid, it becomes a marauder. Army marauder units devastate the province in which they are, garrison marauders attempt to sell their charge to the highest bidder. Fleet marauders proceed to the nearest land and devastate it, except if they control a strait, in which case they will become pirates. Devastated provinces provide no income, until restored by expenditure of 10 D for each 1D of income previously being earned from the province.
Cossack's, Mongol's, and Tartar's gain free armies to represent various historical traits (nomadic, fierce resistance, warlike, tribal loyalties, etc.). Each Cossack/Mongol/Tartar entity may purchase 1d10 AP worth of Elements for free per season. Up to half of any unused parts of the above roll are added to next seasons roll (thus it is cumulative). For every captured Cossack/Mongol/Tartar entity, the controlling force may purchase 1d4 AP worth per season as above. Each entity may only have up to 100AP of such Free forces (though they may purchase more at regular price) and the forces must be maintained as per the normal price.
� � 6.2. Loans and Banking
This is the age of the first bank's and loans may be taken out, if dire straits are encountered. The term or the loans is 1 or 2 years, at 25% or 50% interest respectively. If a loan is defaulted upon, the effects are as for assassination, except that the ruler does not change, and the rate of interest is doubled.
Players may also negotiate for loans from other players, at whatever conditions they agree upon.

7. Battles
Again, I am unsure as to wether I will keep the DBR rules or switch to pure Diplomacy rules. For now this is the DBR rules.
� � 7.1. Avoiding Battle
Attackers will always fight. Supporting units provide an extra 50 AP to either defenders or attackers. Defenders may choose to withdraw. If so, the numbers of elements of LH, Dr, Yt, WS(F), & Bt(S) are added up, and the following table is consulted:
3H
AttackerEE
0124
0321H
14321H
Defender254321
EE365432
4E6543

Here H means an automatic hold, E means an automatic escape. The attacker attempts to roll over the listed number to hold the foe to a fight.
� � 7.2. After the Battle
The loser must retreat to a neighbouring province or sea, or withdraw to garrison, and pay 1D for each 10 AP lost in combat. Both sides must pay 1D for each baggage EE they lost. If the loser does not pay, the unit disbands. If paid for, the unit will then fight next time at 100 AP. If you win, you don't need to pay anything (except for the Baggage EE as per above), losses made up by patriotic volunteers, prisoners etc. � � 7.3. Drawn Battles
There are 2 types of drawn battles:
  1. Where the sides agree to call it a day
  2. Where both sides flee, or one withdraws under cover of darkness

In case 1, both sides will pay 1/2 of the normal losses cost. The rationale for this is that prisoners will be exchanged, routers and minor casualties return to the colours etc. In case 2, generally both sides will pay full costs.

8. Sieges
Sieges are matched AP vs AP, with support counted for the attacker, and fortifications for the defender. Garrisons may choose to fight in the open, but must retreat (losing the fortification intact) if they lose. The siege is decided on the following table:
AttackerValue
100150200250300
100H5432
Defender150HH543
Value200HHH54
250HHHH5

Here H indicates that the forts hold. If the number is rolled higher by the attacker, the places surrender. Fleets count in sieges of coastal provinces if they are able to support. If a reliving army appears, the attacker, less 50 AP may oppose in the normal fashion. The defender may attempt to break out, (roll), and if successful, a further 50 AP for the reliever will appear.
After each siege move, both sides lose 1d6x10 AP, which the besieger may recover in the normal way. The besieged may not recover his losses until the siege is raised.

9. Trade
There are 2 types of trade. Local and transcontinental. Local trade is included in your incomes already. This includes the 5 d from having fleets in seas, which is assumed to cover, for example, cross-channel and coastal trade, fishing fleets etc.
Long Distance trade is to be handled as follows:
You may trade between any two of the following blocks, one of which should be the location of your own country or a factory owned by you. At the other end, you must have the agreement of the power to your establishing a factory there or just his agreement to trade, or a factory fort may be built if no opposing forces are present in the target province and you have a trading unit specified for that region. A factory is established for free. A fort costs 10 d to set up, and 5 d per year to maintain. Factory forts may be besieged in the normal way.
You may invest in either a trade fleet, a caravan or both. You may invest a maximum of 5 d in any one route.
Your trade route should be specified, province by province. If it passes over land and sea, you must invest in both a caravan and fleet for each region passed through. Trade between adjacent provinces is already covered in your normal income, even when the two provinces are in different trade regions.
Each region passed sucessfully is worth 20% of the initial investment per annum with a minimum of 1 d. If you have a monopoly of the route, your rate of return is doubled. Money so earned is deposited in your treasury at the start of the spring turn.
Trade caravans may be stopped by application of armies, and fleets by either warships or privateers. "Trade units" are not actually specifed by location, but are assumed to be spread out across the regions they move through. For each sucessful intercept, 1/6 of the income from that trade route is diverted into the interceptors treasury, and the owners reciepts reduced by 1/3. The rest is lost. Only 1 attempt per trade route per itercepter per season may be made. If the trade route is sucessfully ntercepted, it may be severed, but then generates no income for either party. 1 season without interception is required for the trade route to re-establish itself.
To intercept, the army or fleet roll against the trading unit. If the army or war fleet win, the caravan or fleet is taken If the corsairs win, they fight a battle against a trading fleet (1d10x10 AP) If the trading unit wins, they elude the intercepters
Trading fleets may attempt to intercept each other, naturally, and use the corsairs results. War fleets and armies may be assigned to a province to escort passing friendly trading fleets, or they may be assigned to a particular province to intercept passing trade. If you go to war against your trading partner, or if war breaks out in any of the land provinces en route, then no income will be forthcoming until peace is restored, unless you re-route the trade.
Realm Descriptions
Western Europe (WE):
� & nbsp; Portugal, Leon, Castile, Navarre, Aragon, Languedoc, Gascony, Savoy, Milan, Tuscany, Venice, Papal States, Naples, Swiss, Tyrol, Bavaria, Palatine, Val Telline, Franche-Comte, Ile De France, Normandy, Brittany, Picardy, Spanish Netherlands, United Provinces, Hanse, Lower Rhine, Lorraine, Denmark.
Eastern Europe (EE):
� � Pomerania, Greater Poland, Livonia, Estonia, Ingria, Novgorod Lithuania, Brandenburg, Saxony, Bohemia, Austria, Imperial Hungary, Little Poland, Polodia, Transylvania, Moldavia, Wallachia, Jedistan, Crimea, Bessarabia, Rumelia, Morea, Albania, Bosnia, Ottoman Hungary, Bosnia, Dalmatia, Croatia, Muscovy, Urals, Kazan, Don, Terek, Astrakhan.
Middle East (ME):
� � Morocco, Algeria, Sudan, Tunisia, Tripolitania, Cyrencia, Egypt, Syria, Mesoptamia, Karaman, Anatolia, Arabia, Yemen, Oman, Iraq, Armenia, Circissa, Georgia, Azerbaijan, Caspian Sea, Tabriz, Rasht, Kurasan, Isfhan, Tehran, Herat, Baluchistan, Kirman, Shiraz.
Central Asia (CA):
� � Uzbekistan, Balakstan, Baltistan, Tibet, Sinkiang, Nogai, Kazakstan, Zyria, Komi, Mansi, Vogul, Kazakstan, Bashkiria, Jagati, Sinkiang, Tsinghai, Liaoning, Khalka, Amur, Kansu, Oriat, Transbash, Khanty, Ostyak, Samoyed, Visamoyed, Tungu, Visikorch.
India (In):
� � Kabul, Peshawar, Kashmir, Nepal, Butan, Ava, Assam, Bijar, Oudh, Dehli, Ajmer, Malwe, Punjab, Sind, Rajasthan, Agra, Gujerat, Jats, Sindhia, Malura, Beanar, Palamu, Bengal, Orissa, Gondwana, Berha, Khandesh, Bihar, Golconda, Vijagangar, Mysore, Carmatic.
South East Asia (EA): � � Pegu, Manipur, Burma,Arakan, Mon, Tenasserin, Malaya, Siam, Laos, Khmer, Cochin china, Annam, Tongking.
Far East (FE):
� � Yunnan, Kwangsi, Kwangtung, Kweichow, Szechwan, Hunan, Kiangsi, Fukien, Checkiang, Anhwei, Hupeh, Honan, Shantung, Chihli, Shanshi, Shenshi, Manchuria, Korchin, Visikorch, Liaoning, Korea, Jurchen, Yakut, Korats, Yukagiers, Ostchuk, Chuchis, Korats.
Northern Waters (NW):
� � Arctic Ocean, North Sea, North Atlantic, England, Scotland, Ireland, Wales, Irish Sea, Bay of Biscay, Norway, Gothland, Scania, Zealand, Lappland, Finland, Archangel
Central Waters (CW):
� � Western Approches, Atlantic Ocean, Mid Atlantic, Caribbean.
Southern Waters (SW):
� � South Atlantic East, South Atlantic West.
Mediterranean (med):
� � Western Med, Corsica, Sardinia, Sicily, Central Med, Crete, Adriatic sea, Agean Sea, Eastern Med, Black Sea, Cyprus.
Indian Ocean (IO):
� � Arabian Sea, Gulf, Red Sea, Ceylon, Indian Ocean, Bay Of Bengal.
China Seas (CS):
� � South China Sea, Sumatra, Indonesia, Philipines, East China Sea, Yellow Sea, Hainan, Formosa, Kyushu, Honshu, Hokkaido
Pacific Ocean (PO):
� � New Zealand, Pacific Ocean North, Pacific Ocean Central, Pacific Ocean South, Polynesia
North America (NA):
� � Virginia, Newfoundland, New Holland
South & Cantral America (CSA):
�� Mexico, Panama, Peru, Brazil
Africa (af):
� � West Africa, East Africa, South West Africs, South East Africa, & South africa provinces.
Starting Trade Deals:


10. Special/misc. rules

� � 10.1 Investments
You can also make investments in your own country, in, for example, agricultural improvements, mining, communications, or whatever else you choose. Let me have a description of what you want to do, the amount of money you want to invest and a time scale, and I, and the ubiquitous dice, will decide the outcome.
� � 10.2 Personal (Ruler) Involvment
Your ruler may take part in an armies expeditions much as per a assigned noble, but with a few added rules. This has the effect of:
  1. Tripling the cost of bribing the army.
  2. Your personal guard of one element of whatever is allowed by your army list (probably Bd(O), Ln(S) or Pi(S)) can be added to the army, possibly allowing it to exceed the 100AP limit.
  3. Rebellions might be a bit more serious. You'll have to chance it.
  4. You might get killed or assassinated in the battles. But then, you are probably safer with an army than all those courtiers!
  5. You could die of plague.
  6. You cant blame your generals when it all goes horribly wrong!
  7. Your control of the other armies could be a bit distant, if they don't know where you are, and you don't know where they are.


11 Colonialism
The 17th century was the era of the first colonies in N America and Siberia. In the previous century, of course, the south and central Americas had been conquered, but that was rather different. Here we are talking about undeveloped areas and immigrant populations. The rules are these:
  1. An expedition is landed to either establish a colony or factory (as per trade rules) or to conquer the location. Assuming the newcomers are sucessful, stage 2 can be embarked upon.
  2. A population is settled on the area, at a cost of 10D per 1D of income (out of the usual 5), up to once a season in non winter seasons. The remaining ducats of the province are still available to the natives to rebuild their armies etc.
  3. Each 10 d of settlement may provoke a native uprising. Each native victory will remove 1 d of income from the colonists. Each native defeat will permit an additional 10 d investment.
  4. If the natives are reduced to 0 income, the province is entirely colonised, and they will have to reconquer it by normal means. If the colonists income is reduced to 0, then they have been forced to abandon the colony.

Currently, there are only a few major colonial ventures. The French have a Factory in Canada, and the Russians & the Cossacks have conquered and colonised parts of Siberia. The Spanish possesions (and Portugese) are mostly fully colonised, as are a few english colonies in North America.