Fog-of-War Diplomacy

(Copyright 1989 by Phil Reynolds)

  1. Unless stated otherwise, the 1976 Rules for Diplomacy are in effect.
  2. Abstract:  The basic idea of Fog of War Diplomacy is that a player sees neither every unit on the board, nor any player's orders, when a season is adjudicated and published.  Seasons are adjudicated normally, but a player sees a foreign unit only if one of his own units could make a single legal move (without convoy) to the foreign unit's exact location.  A player always sees his own units, too.
  3. Seasons: The game is run using Spring and Fall/Winter seasons. This should not be any more of a problem than in Diplomacy. In fact, many times a player will be unaware of other players' adjustments, so there is little reason for separate Fall and Winter seasons.
  4. Maps: The GM should provide each player with an individual map showing only those units he sees after a given season. Alternatively, the GM could provide an individual list of units which are seen by the player. Maps are preferred, however, since they will better aid the GM in providing correct information, as well as giving the player a valuable reference guide.
  5. Retreats: for sighting purposes, if a dislodged unit is not disbanded automatically, then it is considered to be visible from the space from which it was dislodged. The attacking player will see the foreign unit in the space to which it retreated, but not necessarily know that it had retreated. The retreating player will see the attacking unit, but not necessarily know the space from which the attack came. No player will be given a list of possible retreat sites by the GM. Instead, a player is forced to make an educated guess about which units can be dislodged and which spaces may be available for retreats. These guesses must be provided to the GM with the orders for the turn after which they might be needed.
  6. Adjustments: Each player will provide the GM with a list of adjustments (builds and removals) with each set of Fall orders. Failure to provide adjustments with Fall orders will result in no builds for that player or removals per Civil Disorder Rules, as necessary. After a Winter adjustment season has been adjudicated, the GM provides each player with information about which supply centers he controls and what adjustments he just made.
  7. Conditional Orders: Conditional retreat orders based on a foreign unit's move are permitted, but a player can specify only those exact spaces where he could see the foreign unit. Conditional adjustments based on a foreign power's moves or retreats are permitted under the same conditions.
  8. Examples of Sightings: