Post by The Adjudicator on Jan 14, 2006 16:51:17 GMT -5
The rules for Colonial Diplomacy are, in all ways, exactly the same as Diplomacy with respect to Movement, Support, Convoying and Holding. The only differences are as follows:
1) There are 58 Production Centers total. The winner must control 30 of these at the end of a Fall Retreat. The game begins in 1870, and turns take a whole year, with odd years being Build Turns.
2) The Trans-Siberian Express Railroad may only be used by the Russian player. This will move units quickly (i.e. in one turn) across vast distances. There are important rules governing it's use, which are discussed in detail below. If you are the Russian player, or attacking a Russian opponent, familiarizing yourself with these rules should be a priority.
3) The following territories are considered adjacent and are both costal and land provinces (i.e. Fleets may land there and Armies could march from one province to another even though, graphically, the land masses are separated by water). These follow the same movement rules as Denmark and Constantinople in Diplomacy.
Constantinople - Angora (and vice versa)
Singapore - Malaya (and vice versa)
Hong Kong - Canton (and vice versa)
Davao - Cebu (and vice versa)
Cebu - Manilla (and vice versa)
Kyushu - Kyoto (and vice versa)
Otaru - Sakhalin (and vice versa)
4) The Suez Canal in Egypt opened in 1869. Therefore, Fleets may move from the Mediterranean to Egypt to the Red Sea or vice versa, but cannot move to or from either Sea without first travelling through Egypt. This follows the same rules as moving through Kiel to get to either the Helgoland Bight or the Barrents Sea in regular Diplomacy.
5) Some Powers begin the game with control of more Production Centers than Units at the start of the game. This is not an error. This is to make allowance for Powers with weak or isolated starting territories that they could easily lose at the beginning of the game. During the first Build/Disband phase of the game, Powers gain Production from these extra centers normally if they control them. In addition, these are not Home Supply Centers. Powers can only build new Units from yellow stars that they begin the game with. The coloured concentric circle around the yellow Home Production Centers indicates the power to which they belong; that is:
Britain: Aden, Bombay, Delhi, Madras, Hong Kong, Singapore
China: Canton, Peking, Manchuria, Sinkiang, Shanghai
France: Annam, Conchin, Tongking
Holland: Borneo, Java, Sumatra
Japan: Kyoto, Kyushu, Otaru, Tokyo
Russia: Moscow, Odessa, Omsk, Port Arthur, Vladivostok
Turkey: Angora, Baghdad, Constantinople
1) There are 58 Production Centers total. The winner must control 30 of these at the end of a Fall Retreat. The game begins in 1870, and turns take a whole year, with odd years being Build Turns.
2) The Trans-Siberian Express Railroad may only be used by the Russian player. This will move units quickly (i.e. in one turn) across vast distances. There are important rules governing it's use, which are discussed in detail below. If you are the Russian player, or attacking a Russian opponent, familiarizing yourself with these rules should be a priority.
3) The following territories are considered adjacent and are both costal and land provinces (i.e. Fleets may land there and Armies could march from one province to another even though, graphically, the land masses are separated by water). These follow the same movement rules as Denmark and Constantinople in Diplomacy.
Constantinople - Angora (and vice versa)
Singapore - Malaya (and vice versa)
Hong Kong - Canton (and vice versa)
Davao - Cebu (and vice versa)
Cebu - Manilla (and vice versa)
Kyushu - Kyoto (and vice versa)
Otaru - Sakhalin (and vice versa)
4) The Suez Canal in Egypt opened in 1869. Therefore, Fleets may move from the Mediterranean to Egypt to the Red Sea or vice versa, but cannot move to or from either Sea without first travelling through Egypt. This follows the same rules as moving through Kiel to get to either the Helgoland Bight or the Barrents Sea in regular Diplomacy.
5) Some Powers begin the game with control of more Production Centers than Units at the start of the game. This is not an error. This is to make allowance for Powers with weak or isolated starting territories that they could easily lose at the beginning of the game. During the first Build/Disband phase of the game, Powers gain Production from these extra centers normally if they control them. In addition, these are not Home Supply Centers. Powers can only build new Units from yellow stars that they begin the game with. The coloured concentric circle around the yellow Home Production Centers indicates the power to which they belong; that is:
Britain: Aden, Bombay, Delhi, Madras, Hong Kong, Singapore
China: Canton, Peking, Manchuria, Sinkiang, Shanghai
France: Annam, Conchin, Tongking
Holland: Borneo, Java, Sumatra
Japan: Kyoto, Kyushu, Otaru, Tokyo
Russia: Moscow, Odessa, Omsk, Port Arthur, Vladivostok
Turkey: Angora, Baghdad, Constantinople