From: "goodwin.ryan" Subject: Diplomacy Variant: A Game of Thrones A Game of Thrones Diplomacy Variant. This is a rough draft i've been throwing together. I'd like your thoughts, ideas, etc. So, I like FFG's AGoT very much. However, before it came out, I was toying around with a map out of the one of the books trying to convert it for use to Diplomacy. Now that AGoT is out, I've decided to try to cook up a version of Diplomacy that uses the AGoT map, but most of the Diplomacy rules. I think all the basic Dip rules should apply in terms of units (armies and navies), turns, and orders. Suggested Starting Positions: Stark: Army Winterfell Army Moat Catlin Fleet White Harbor Other owned territories: The Stony Shore KarHold Widow's Watch Greyjoy: Fleet Pyke Fleet Flint's Finger Army Seaguard Other owned territories: Greywaterh Watch Lannister: Fleet Lannisport Army River Run Army Harrenhal Other owned territories: None Tyrell: Fleet Highgarden Army Oldtown Army The Reach Other owned territories: Dornish Marches Kingswood The Arbor Bartheon: Army The Eyrie Army Crackclaw Point Fleet Dragonstone Other owned territories: The Mountains of the Moon Builds and captures of cities/forts would be a little different. So, basically, the objective of the game would be to capture and hold 9 cities/fortresses (9 of 17 rather than the 7 or 8 in the AGoT rules). King's Landing, Sunspear, and Storm's End have a neutral army on them. This neutral army must be dislodged to attempt to claim these territories. If the neutral army is dislodged, it Barrels act as supply centers. Crowns act as influcence centers. Territories with barrels, and/or crowns must be occupied in a Fall turn to claim the territory. If a player occupies a territory with a city/fort in a fall turn, they may attempt to claim it. Players sum up all of the influence points of territories they own. These are the number of votes they may cast for or against votes for the claimants bid. Players the currently own city/fort territories that are being claimed by opposing forces may use any influence points generated for all votes during this fall turn, but, as mentioned below, lose those votes in later claim votes. IF the number of votes is in the player's favor, the player now owns the territory, and now gains benefit of any supply centers or influence points there. If the claim is not successful, the original owner (if a player) reatains the city, but loses access to the supply points and influence points until the occupying power is removed, or the bid for the claim succeeds. The process of the vote is probably best conducted using a secret ballot, each player placing a white token for a yes vote and a black token for a no vote into some sort of holder. A player may split his votes for yea or nea if they wish. After the fall turn, and after the fall claim votes, a players sum up the number of barrels in territories they control. This is the number is the number of units they may support in the field. If the number of supply centers controled is greater then the number of units on the board, the player may build new units in one their starting city/fortress spaces. If the number of supply centers is less then the number of units, the player must disband units until the number is equal.