SMALL WORLD II-R - A Diplomacy Variant:

Created by Fred C. Davis, Jr., 1980

A seven or eight player game. This is a revision of Small World II, 1978.

  1. All standard rules of Diplomacy apply, except as listed below.
  2. There are eight Powers, covering the entire world. Seven Powers are normal. The 8th, Pacific Empire, is an optional Power, consisting of Australia, New Zealand and Japan. The Home Supply Centers and starting positions for all Powers in an 8-player game are: (See Rule 15 for 7-player version)
    North America:
    F New York, F California, A Texas
    Africa:
    F South Africa, A Ethiopia, A Nigeria
    China:
    F Canton, A Mukden, A or F Peking
    Islam:
    F Arabia, F Egypt, A Persia
    Russia:
    F Leningrad, F Vladivastok, A Moscow, A Samarkand, A Irkutsk
    South America:
    F LaPlata, F Peru, A Brazil
    Western Europe:
    F France, A Germany, A Spain, F Burma sustained by S.C. England
    Pacific Empire:
    F Japan, F New Zealand, F Sydney ( Called "Empire" for short)
  3. Since there is no real world equivalent to this variant, the years will be identified only as "01, 02," etc. The first move is Spring 01. (The game may have a futuristic setting, with the players representing the 7 or 8 surviving power blocks in tomorrow's world. On the other hand, the game will also fit into the imperialistic era of 1901.)
  4. There are a total of 48 Supply Centers, including 27 Home and 21 Neutral. The Victory Criterion is 24 Centers.
  5. Two Neutral Centers, India and Hawaii, contain standing armies, which must be displaced before they can be occupied.
    1. No Power or combination of Powers may attack India in Year 01. Ownership of India gives the owner the right to build units there, as if it were a Home Center.
    2. There is no restriction on attacking Hawaii in 01. Ownership of Hawaii gives the owner the right to build there, as if it were a Home Center.
  6. Special Building Rights
    1. Arabia, France and Leningrad are two-coasted provinces. Islam, Russia and Western Europe may make their initial Fleet builds on either coast of these Home Supply Centers, and do not have to disclose the locations of these Fleets until the issuance of their Spring 01 orders. All subsequent F builds in these provinces must specify the coast on which they are being built.
    2. China does not have to disclose whether it has built an A or a F in Peking until the issuance of its Spring 01 orders.
    3. Turkey, when owned by Islam, becomes a Home Supply Center for that Power.
    4. England is an integral part of Western Europe from the start, and may be used to build Western European units any time from Winter 01 onward.
    5. Ukraine, Ontario and Sinkiang are not Supply Centers, but may be used as Build Centers by certain Powers, to wit:
      1. Russia may build Fleets in Ukraine.
      2. North America may build Fleets in Ontario (on Hudson Bay coast).
      3. China may build Armies in Sinkiang.
    6. Burma is not a S.C., and is used only as the starting place for one Western European Fleet. This is based on the English S.C. No further units bay be built in Burma.
  7. Canals. There are Canals between Egypt and Arabia, and between Colombia and Central America. Accordingly, Central America, Colombia and Egypt have only one coast. A Fleet may move from the Eastern Med. To the Red Sea (or v.v.) In one move, regardless of who occupies Egypt or Arabia. Likewise, a Fleet may move from the Caribbean to Galapagos (or v.v.) In one move, regardless of who occupies Central America or Colombia, without having to stop on the mainland.
  8. Direct Passage (Moses Crossing). Armies may cross without convoy between Spain and Morocco, Ethiopia and Aden, and Malaya and Indonesia. Fleets, therefore, may make the same moves; and support may be given by all units between said spaces. Existence of these crossings does not affect the normal passage of Fleets between the Western Med. And Mid-Atlantic, and the Red Sea and Arabia Sea, or Bay of Bengal and South China Sea.
    It should also be noted that Germany touches Scandinavia, without affecting direct fleet passage between the Baltic and North Seas.
  9. Convoy by Standard Diplomacy rules is allowed only if it covers the crossing of a single sea space. This convoy order will be called the "Fast Ferry."
  10. All convoys involving the crossing of more than one sea space will be undertaken only by the formation of an "Army/Fleet," identical to the A/F Rules for other Davis variants. (Convoy and Combat rules covering A/F operations will be sent on request; or GM's may print them here. This is called the " Army/Fleet Module.") The most important points to be noted in Small World are:
    1. A/F's may not move from the Eastern Med. to Red Sea, or Caribbean to Galapagos. Armies must be disembarked in some adjacent land province.
    2. A/F's may move between Baltic and North Seas, and across all sea space connections showing a Direct Passage.
    3. A/F's may operate in the Hawaiian space, but not in Indonesia.
    4. An A/F may consist only of units belonging to the same country.
  11. Retreats and Removals:
    1. Retreats must be to a vacant space, if available. Players may not write a "Disbanded" or "Off the Board" retreat order. A unit will be forced off the board only if the GM can find no other move for it. (I.e. "Annihilation").
    2. If a player fails to provide a contingent retreat order, or fails to submit a retreat order in the case of Winter adjustment orders, Retreats are made by Just's Right-Hand Rule. By this rule, the GM determines the retreat by moving the unit to the province immediately to the right of the "front" between the attacker and the dislodged unit. If this province is closed, then the unit is moved to the first province to the left. If tat is closed, then to the second province on the right, and so on. (This will normally occur only at the end of a Spring move. After a Fall move, the players are expected to make their Retreats with the Winter adjustment orders.)
    3. Removal of units in a Postal game will be made by the GM when a player fails to submit a removal order. The GM will remove the unit(s) which, in his judgment, would have the least effect on the course of the game, rather than the strict rule of Fleets before Armies. (Example: Removing an Army from an ordinary space instead of a Fleet from a S.C., when that S.C. could be occupied by another Power's unit on the next move). However, dislodged units should always be removed first in "NMR" situations.
  12. Indonesia, Japan, Newfoundland, New Zealand and Philippines are treated as "solid" provinces. Hawaii is treated as if it were a single island.
  13. Northern shaded areas are impassable.
  14. Coastal crawl is permitted where applicable (Leningrad-Scandinavia, Quebec-Nfld., Arabia-Aden, France-Spain, Siam-Malaya).
  15. Special Rules for 7-Power Game (Without Pacific Empire)
    1. Japan becomes a Neutral Center with an Army in place (just like India). This Army must be displaced before Japan can be occupied. Ownership of Japan gives the owner the right to build units there.
    2. New Zealand and Sydney revert to ordinary Neutral Centers.
    3. Antarctica and Hawaii revert to ordinary spaces. This reduces the number of Supply Centers to 46, and the Victory Criterion to 23.
    4. Alaska, whenever owned by North America, becomes a Home Supply Center for that Power only.

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    Map Clarifications

    1. The spaces North Pacific, South Pacific, Bering Sea and Roaring 40's are shown on both sides of the map.
    2. Afghanistan touches India. North Sea touches Baltic Sea. Germany touches Scandanavia. Bay of Bengal touches South China Sea.
    3. Pakistan does not touch Sinkiang. Alaska does not touch Kamchatka. Peru does not touch Venezuela. Eastern Med. Does not touch Black Sea.
    4. Turkey is located on both sides of the straits.
    5. Every Home Supply Center except Moscow, Samarkand and Irkutsk is accessible by sea.
    6. Abbreviations: B = Benelux. Gr. = Greece. K = Korea. M = Malaya. Nfld. = Newfoundland. St.L. = St. Lawrence Gulf. C.A. = Central America.

    Optional Rule.

    (To be voted on by players)

    The Victory Criterion (23 or 24 Centers) must include at least two Centers in each of the three areas of the Board. These are the American Group, Europe/Africa Group, and Asian Group.

    Clarification: Hawaii is in the American Group; Arabia and Antarctic in the Europe/Africa Group; Persia, Sydney and New Zealand in the Asian Group.

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