Greetings from the Diplomacy* Adjudicator!! May 24, 2009 Rules.Machiavelli* version 3.1b CONTENTS Introduction Advanced and basic rules Provinces Game year Movement Convoys Additional units Garrison units Autonomous garrisons Special (elite) units (advanced option) Sieges Conversions between unit types Control of provinces and cities Control of another player's home country Player elimination Victory Special mapboard features Straits Provence, Croatia, Istria, Dalmatia Venice Ports Fortresses Sequence of play for adjustment phases Famine Income Military unit adjustment Sequence of play for move phases Plague (advanced option) Borrowing and loans (advanced option) Expenditures (advanced option) Bribes Rebellions Assassinations Self-bribes Sequence of play and order resolution Province abbreviations Order syntax Order examples Order shorthand Variant specific judge commands for game options How to play Machiavelli on the standard Diplomacy map How to play Machiavelli as three seasons standard Diplomacy How to use Machiavelli maps for 100% standard Diplomacy How do I know what ruleset the game I joined uses Appendices 1. Income quick reference chart 2. Expanded tech note on country control rules 3. OPTIONAL RULES Rules for multi-coastal provinces 4. Main differences between older versions of Mach 5. Explanation of the map file 6. Unresolved nJudge bugs Revision history Legal CURRENT NJUDGE 1.7.6.7 (may 14 2009 build). INTRODUCTION Machiavelli is a board game by Avalon Hill. It is similar to Diplomacy, but more complicated. The original release was by Battleline Publ. in 1978 and it is that version that was adapted for use by the Judge. Avalon Hill has printed three editions: 1st ed. 1980, 2nd ed. 1983 (reprint with new board and chits and no bankers) and 2nd ed. 1995 (yes this is correct it is a new edition and has major changes). The Battleline and Avalon Hill editions are now out of print so unless you've already got one it is not likely that you'll find a copy of it. This document is not a simple rehash of the official rules. The official rules are unfortunately in many cases unclear and incomplete. As the computerized judge version was encoded it became obvious that the official rules partly needed to be rewritten and clarified. The result was this document. The reader is cautioned that the rules in this document take precedence over the original rules in judge play. You may also find this document useful for face-to-face play as it clarifies and suggests solutions for most inconsistencies and omissions in the original rules. In addition to the above this document is also a description (by permission) of the game mechanics that should be enough to get you started, especially if you're familiar with the rules of Diplomacy or similar games. A PostScript map is available via the adjudicator with the "get machiavelli.ps" command or on various sites on the Internet. The time frame of Machiavelli is Renaissance Italy from 1385 to 1529. The main changes from standard Diplomacy are (also see Variant specific...): 1) Three movement seasons: spring, summer and fall. 2) New order types. 3) Province control rules (supply centers). (Classic rules.) 4) Convoy rules. 5) Garrison unit and siege rules. 6) Powers have finances. (Advanced rules) 7) The use of money to buy, build, disband and maintain units. (Adv.) 8) Famine and plague events. (Adv.) 9) Bribery. (Adv.) 10) Special (multistrength) units. (Adv.) ADVANCED AND BASIC RULES Machiavelli comes with two sets of rules: 'Basic' and 'Advanced'. Advanced rules are an extension to the Basic rules. It is the advanced rules that have traditionally been used on the judges. Basic rules do *not* include money and disasters, so point 1, 2 and 8 above and the use of special units / multistrength units do not apply. In Basic you can only own one unit per controlled city after the fall moves have been executed if you *also* control the province that the city is located in. To further complicate the issue AH released a second edition Machiavelli in 1995 ("Machiavelli2") that contains some major rule changes. Thus according to the 1995 rules you must have one of your units present in a province at the end of, fall to gain control of said province (as in standard Diplomacy). There are also other changes that are described in "rules.machiavelli2". 'Tech note'. Actually disasters are also not allowed in the basic rules but you may choose to allow those on the judge. PROVINCES The word "province" is used in the following to both denote *provinces containing cities* and *provinces with no cities*. Where the existence of a city makes a difference it is hopefully clearly noted. There are 70 provinces and 11 sea areas in all editions except AH1995 2nd ed. which has 64 provinces and 9 sea areas. GAME YEAR A year in Machiavelli is comprised of three "campaigns" - Spring, Summer and Fall - which are equivalent to the seasons of Diplomacy. This adjudicator processes movement and retreat phases for each of these seasons and an adjustment phase at the end of the Fall season. 'Tech note'. Original Machiavelli lists the adjustment phase at the beginning of Spring, but for practical purposes it is regarded to occur after fall as in standard diplomacy. MOVEMENT Unless explicitly contradicted herein, the rules of standard Diplomacy apply to Machiavelli. The judge implementation of Mach also uses the standard Diplomacy movement notation: unittype startprov order endprov. This will also solve some problems caused by omissions/vagueness in the original Battleline Machiavelli rules. Orders to besiege, lift siege and convoy can not be broken unless the unit so ordering is dislodged. Two units may reside in the same province if one is garrisoned in the city and the other is outside the city in the province proper (except "Venice", see under special mapboard features). Retreats differ from diplomacy as listed below: 1) Retreats are *not* allowed into a rebelling city (locked city gates). 2) Retreats are allowed into a rebelling province. 3) Rebelling units can not and do not support retreats. 4) Retreating units liberate rebellions (if the rebellion is not directed against the retreating power-then it remains). 4) Multistrength units (the elites) are treated as normal one-strength units during retreat (thus this is a bounce: a mil m pav, elite a tur m pav). You may *disband* any unit at *any time*. On the nJudge this feature is controlled by the 'set disband' flag (q.v.). If you try to *self-bounce* one of your multistrength units with one of your one strength units the multistrength unit's move will succeed and the other unit will bounce. Notice that a garrison and an army or fleet in the *same province* cannot *trade places*. E.g. G PISA C A at the same time asF PISA C G is not allowed regardless of units strengths. Nor can two units *trade provinces* with each other. E.g. F PISA M PIO at the same time as A PIO M PISA is not allowed regardless of units strengths. 'Tech note' 1. In original Machiavelli you would instead note: unitserial order endprov. Original rules are also very vague about conflicts. As what happens when a power orders two of his units to move to the same province. 'Tech note' 2. In the original rules nothing is said about trading places. CONVOYS Only army units can be convoyed. No more than one army can be convoyed by any fleet in the convoy. The army must start and finish in a coastal province and cannot make an overland move before or after having been convoyed. Fleets may convoy even if they are in coastal provinces. On the nJudge this feature is controlled by the 'set coastalconvoys' flag (q.v.). Convoys cannot jump coasts. ADDITIONAL UNITS Rather than getting one unit per owned supply center units are paid for out of the treasury. Only units that the player chooses to maintain survive through the adjustments phase. There are no limits on how many *normal* units you may build and have in play. Also see special units. Fleets may only be built in cities that are ports. GARRISON UNITS Machiavelli introduces a unit type called, "garrison", which occupies "fortified cities" or "fortresses". Fortified cities are the filled in squares on the map. Fortresses are the outlined squares and their use is optional. A city can be garrisoned by ordering an army or a fleet in a province containing an unoccupied city to "convert" during a movement phase. The garrison thus created can only hold, support actions into its corresponding province or convert back to a fleet or army. Under certain circumstances retreats into garrison are allowed (see conversions). AUTONOMOUS GARRISONS At the start of some scenarios fortresses and/or fortified cities contain "autonomous garrisons" which are units not owned by any player. They act as obstacles and must be besieged or bribed to be removed. You may of course also buy them to get an additional unit. Do note that they affect city ownership for elimination purposes as any ordinary garrison would. Notice that special units retain their 'specialness' if you bribe them to turn autonomous. Thus you may e.g. create an elite autonomous garrison! SPECIAL UNITS (OPTIONAL) The military units in the game are all assumed to be of the standard composition of the times; that is, mainly composed of mercenaries who fought (usually no harder than necessary) for money, and were highly susceptible to bribes, as their allegiance went to the highest bidder. Some military units of different composition did appear during this time, and the following three unit types represent them. Each power may only have one special unit in play at any one time. Orders that violate this limit automatically fail, and the money is lost. Special units may be of any type: armies, fleets or garrisons. a) Citizen's Militia: 1) Cost 6 ducats, rather than 3, to build and maintain. 2) Has a strength of 1. 3) Cost twice the normal amount to bribe. b) Elite Mercenaries: 1) Cost 6 ducats, rather than 3, to build and maintain. 2) Has a strength of 2. 3) May be bribed for the normal amount. c) Elite Professionals: 1) Cost 9 ducats, rather than 3, to build and maintain. 2) Has a strength of 2. 3) Cost twice the normal amount to bribe. Special characteristics of units with the strength of 2: 1) Have twice the normal strength for moves, holds, and supports. 2) Have their support *entirely cut* by a unit of strength 1. 3) Cannot dislodge any besieger in the second siege season. (also see Conversion... below) 4) Are only counted as strength 1 units during retreats. SIEGES To displace a garrison it must be besieged. To besiege a garrison, an army or fleet in the containing province must issue the besiege order for two consecutive campaigns. Fleets can only besiege port cities. A fleet must move to the containing province to be able to besiege a port city. A besieged garrison (one whose city's siege started during the previous campaign) cannot convert regardless of strength (also see Conversion... below), although it can support another unit moving into its province to displace the besieging unit. To successfully conclude a siege the besieging unit must also issue a besiege order in the following campaign. *Any other order* will automatically be converted to *hold* and *the siege will be aborted*. When the siege is complete, the garrison is eliminated. (Also see 'effects of assassination' for additional information.) You may formally end a siege by issuing a lift siege order, although you will still be holding in the province. In the following cases the siege lapses and the besieging unit is free to issue other orders in what would be the second campaign of the siege (that is - need not issue hold, lift siege or 2nd besiege order): 1) If the garrison is eliminated (whatever the cause). 2) If the garrison is disbanded by a bribe or the owning player. (Do note that if the bribe fails you are stuck with a hold order.) 'Self-sieges'. As bribes are processed before moves you may issue a besiege order on your own garrison, but, if the garrison remains yours, the order will automatically be changed to 'hold'. Should a similar situation occur as a result of bribes the besiegeing unit will automatically have its orders changed to 'lift siege'. CONVERSION BETWEEN UNIT TYPES Converting units are treated in the same way as a unit moving into or out of the province. Thus, if a garrison in, say, Genoa attempts to convert into an army at the same time as another army moves into Genoa (and neither one is supported), both will bounce and stay where they were. Fleets can only convert to garrison and vice versa in port cities. Fleets may only retreat by conversion into port cities. An army could convert into a garrison in the spring and that garrison could then convert into a fleet in the subsequent summer or vice versa. The army or fleet can, however, not convert directly into a fleet or army in one season. Retreats and conversion: An army or fleet that is forced to retreat from a province with an unoccupied fortified city or fortress can convert to a garrison if, and only if, it has no other place to retreat to. Of course it can not retreat by converting into a garrison if the unit that displaced it was a garrison converting into its location since you cannot retreat to the location your attacker came from. Clarification of the effects of conversion: 1) Successful conversions a) Garrisoning into a city *not* in rebellion. b) Converting into an empty province. c) Converting into an empty prov. attacked by a lesser force. d) Converting into a province occupied by a lesser force 1) if the lesser force is not besiegeing. 2) if the lesser force is issuing its *first* besiege order. 2) Unsuccessful conversions a) Trying to garrison into a city *in rebellion*. b) Converting into a province attacked by an equal or superior force. c) Converting into a province occupied by an equal or superior force. d) Converting into a province occupied by a lesser force if the lesser force is issuing its *second* besiege order (but the besieged unit may of course support another unit to enter the province and dislodge the besieger). Machiavelli 2 note: conversions are treated as attacks. Thus Points 1d2 and 2d above are not applicable and only the strengths of the units count. 'Tech note'. It is a point of debate whether, under the original Machiavelli rules, an army or fleet converting into a garrison is allowed to bounce another unit attempting to move into its province and then convert, or if a garrison converting to an army or fleet into an unoccupied province will convert first and then be able to move. Those rules complicate things. Using them, if you had an army and a garrison in Genoa, you would have to move the army out of Genoa on one turn and wait until the next movement phase before you could convert the garrison. This adjudicator treats the city as if it were a separate space on the map. CONTROL OF PROVINCES AND CITIES One major difference between standard Diplomacy and Machiavelli is that changes of ownership in Machiavelli occur essentially constantly. Keep this simple rule in mind: the last power whose unit was present in the province always gains control (regardless of season or phase). This means that: 1) If you buy a unit you get control of the province too. 2) If you disband in a province that contains an enemy unit, the enemy gains control. 3) If you move away (or are eliminated) from a garrisoned province the power owning the garrison gains control of the province too. This applies to autonomous garrisons as well. 4) If both garrison and unit in province are eliminated simultaneously control does not change. 5) If you enter a province with an ungarrisoned city you gain control of the city too. 6) INCOME: If Power A controls the province and Power B controls the (contained) city, the province income will go to Power A, while the city income goes to Power B. 7) BUILDS: A player must own both a home city and its surrounding province in order to be able to build there. E.g. if one power has a unit in the province, while another power has a unit in the city, and both are simultaneously eliminated by famine or plague, neither power will have build rights. Example 1: if a unit is purchased, ownership of the province the unit is in changes before the unit moves away. Example 2: if a unit starts out in Genoa in the spring and moves to Fornova and then to Parma in the summer and to Mantua in the fall, at the beginning of the following adjustment phase that player would count the income for all four provinces if no one else has moved into them. CONTROL AND CONQUEST OF HOME COUNTRIES Home countries are gained/lost in a block as they were defined at setup. Once a Home Country has lost its original controlling player it will be treated as a "Non Player Country" (NPC) for the rest of the game. No player can use NPC cities and province for builds, nor gain its variable income unless they conquer the NPC. a) Conquest -- how to gain control of a non-player contry To conquer an NPC another player must gain control of *all* its original provinces and cities for at least one full season (campaign). The country is then a Conquered Home Country (CHC). Example: Player A controls all of Milans provinces and cities except Como at the beginning of S1463. He manages to gain control of Como during S1463 moves. If no other player is in possession of any Milanese province or city *after* S1463 retreats, player A will gain Milan. A power (actually a player) controlling one or more CHCs will gain the variable income of each and the ability to use its cities and provinces for builds. b) Loss of a conquered home country An CHC is lost when control of *all* its provinces and cities is lost. The CHC will then revert to NPC status (see above). N.B. the NPC may immediately pass to another player as per the conquest rules if it is just one player causing the loss. TECH NOTE 1: Due to a bug introduced somewhere between nJudge version 1.0.0 and version 1.5.1 the nJudge does not handle the loss of a CHC correctly. Currently, version 1.7.6 without hotfixes, CHC loss is handled as per the player elimination rules city requirements. The nJudge 1.7.6 may 14 2009 release has this problem corrected. TECH NOTE 2: See appendix 2 for a longer discussion on country control. PLAYER ELIMINATION A power/player who controls no cities in his home country at the end of a campaign is eliminated from the game and all of his units are immediately removed from the mapboard and all of his provinces and cities revert to unowned status. A power (actually a player) controlling one or more CHCs can lose its Starting Home Country (as defined at setup) without being eliminated as one of the CHCs will automatically be treated as the new Home Country of that player. A player with several CHCs can only be eliminated if the cities of *all* his CHCs and original HC (if still controlled) are lost simultaneously. Do note that autonomous garrisons affect control, but that rebellions do not. WARNING: If Power A takes control of Power B's home area in the same season that Power A loses control of all of its current home areas, Power A will be eliminated. TECH NOTE 1: As everything is simultaneous in Machiavelli the power should survive. But the nJudge does currently not work that way. TECH NOTE 2: If a power controlling several CHCs loses his HC the question of which CHC to treat as the new HC arises. But as all CHCs confer the same benefits it is irrelevant which one is chosen. TECH NOTE 3: The nJudge has not been tested with rule in §3 above. As the situation has not yet occured in a game it is not clear what the judge will do. It may (a) eliminate the player or (b) just one of the controlled powers or (c) none of the powers. According to anecdotal evidence the judge should eliminate the player. Should any of (a) or (b) occur we recommend the GM to rule to play on the game or to issue disband orders for all affected units. VICTORY To win in Machiavelli, you must control a certain number of cities and home countries. It is the responsibility of the GM to recognize when a victory has occurred. If the GM does not state otherwise in the listing, the standard/default* victory conditions are: 1) Basic game victory condition is 12 cities and control of one home country (HC). You must control all of your HC cities and at least six (6) other cities. 2) Advanced game victory condition is 15** cities and two HCs (e.g. your starting HC and another player's HC). 3) Ultimate victory (Hall of Fame***) condition is 23 cities and three HCs (e.g. your starting HC and two other player's HC). * As noted in the Battleline/Avalon Hill "Classic" Mach rules. ** The original rules require 18 cities for advanced games with four (4) or less players. This is ignored by the nJudge, but a GM may of course use the "set cities" setting to enforce this. *** The HoF is a player ranking system used on diplom.org. To qualify the game for the Hall of Fame you must set the number of cities required for victory to at least 23. Machiavelli 2 note: there is no home country control requirement! IMPORTANT: The home country control requirement in 2) and 3) above only requires you to be in control of at least one city of any home country you are in control of. Thus if you are in control of Milan and Austria home countries you may win by controlling say MIL, TYR and 13 or 21 non-milanese and non-austrian cities! Even if enemy units control any other province of said home countries and also besiege MIL and TYR! (See control rules.) TECH NOTE 1: Regarding the nJudge implementation. a) The Judge software accepts control of any HC, so you need not control your starting home country (SHC, as defined at setup) to qualify for victory. It is very uncommon though with winners that lost their SHC. b) The judge (starting from vers. 1.3.0 released Dec 31, 2002) calculates the required HCs needed to win by a simple formula, maxcou=(maxcen+1)/8 (maxcou=max countries required and maxcen=cities set with the 'set cities' setting) rounde down to the nearest whole number (a.k.a. integer). Thus giving this table: 0-6 cities = 0 HCs 7-14 cities = 1 HC ->( 7+1)/8 = 8/8 = 1 15-22 cities = 2 HCs ->(15+1)/8 = 16/8 = 2 23-30 cities = 3 HCs ->(23+1)/8 = 24/8 = 3 31-38 cities = 4 HCs and so on TECH NOTE 2: The original rules do *not* state whether you need to include control of your SHC or not in the victory requirements. In case of the Basic Game nothing is said and in case of the "advanced" and "ultimate" win the rules just state "at least one/two other player's home country/-ies". If the GM wishes to enforce that the SHC is included I suggest that the GM set a higher city limit than needed and then proceed to manually award victory when the desired conditions are met. In case of parity it is up to the GM to decide whether to declare a shared win, or to play on or count major cities, ducats or whatever. SPECIAL MAPBOARD FEATURES AND RULES 1) Piombino and Messina The province includes the offshore island of Elba. The straits in-between are not a separate sea, but are part of the Eastern Tyrrhenian Sea. A fleet in this province controls the straits between the mainland and the island. A fleet in Messina controls the straits between Messina and Otranto. Control is always with the fleet beginning the movement in any of the two provinces, and changes only after movement, but before retreats. But see exceptions in c) and d). Additional considerations about Piombino and Messina a) The power that controls Piombino or Messina and that has a fleet in the same provinces will also control the straits. This means that as long as there *already* is a fleet in either Messina or Piombino, no hostile fleet can move, support or convoy between the Gulf of Naples and the Ionian Sea or the Eastern Thyrrenian Sea and Pisa. b) If control of Piombino or Messina is divided between powers (that is: contain a garrison of another power in addition to your fleet), the power owning the fleet will control the straits. c) If a fleet successfully advances (that is: is *not bounced*) into a *fleet-less* Piombino or Messina in the same turn as a hostile fleet attempts to use the straits, the hostile fleet suffers all effects described in a) above. (As if the entering fleet already was in the province.) d) If a garrison successfully converts to fleet (that is: is *not bounced*) into a *fleet-less* Piombino or Messina in the same turn as a hostile fleet attempts to use the straits, the hostile fleet suffers all effects described in a) above. (As if the entering fleet already was in the province.) e) If a fleet is *ordered* to convert to garrison a hostile fleet still suffers all effects described in a) above. See h) too. f) If a fleet moves away from Piombino or Messina province a hostile fleet still suffers all effects described in a) above. See h) too. g) If a fleet moving away (or being ordered to garrison) from Piombino or Messina province is bounced back into Piombino or Messina province it will block a hostile fleet as per a) above. (The fleet does in this case both comply with beginning control and ending control rules.) h) A retreating fleet will suffer all effects described in a) above. But a fleet *retreating into* Piombino or Messina, will *not* block other fleets retreating through the straits (in the same turn). And neither will a fleet *forced* to retreat into garrison or having been dislodged, as control has passed to the attackers fleet or been lost if the attacker was an army. i) A fleet in Piombino or Messina may simultaneously be convoying or supporting or besiegeing while it blocks a hostile fleet. j) Adjacency for bribe purposes is not affected by blocking fleets. k) No player may use the straits without the controlling player's permission. A player wishing to allow another player to use the straits must include an "ally" command with his movement orders. l) An army or garrison unit does not control the straits. Notice that a fleet beginning in Piombino and that is dislodged, will be *destroyed* if the attacker is another fleet, as the entering fleet will control the straits at the time of retreat. Notice also that in Machiavelli 2 the rules apply only to fleets in Messina and that rules c) and d) only apply to Classic Machiavelli (as the Mach2 rules have no rule about fleets moving to Messina). TECH NOTE 1: Rules c) and d) are there because the Classic machiavelli rules state that "Notes concerning Piombino and Messina: If a Fleet unit is ordered to, and makes, an advance into Piombino or Messina at the same time as a hostile Fleet tries to move or transport through the straits, the movement through the straits becomes impossible..." TECH NOTE 2: Why do retreats not affect fleet moves? Why should they? A retreating unit is not performing any offensive action. Any orders are annulled and all strengths are regarded as equal. Thus it would be odd if a fleet retreating into/from either Pio or Mes suddenly could take offensive action such as blocking other fleets. (Notice that all the judge versions previous to 1.7 let retreating units affect control as no distinction was made between normal moves and retreat moves in this special case.) TECH NOTE 3: An earlier revision of (current) rules e) and f), stated that if a fleet moved away (or converted to garrison) it lost control of the straits. This was changed to make the rules more consistent with the control rules and the actual judge implementation. 2) Croatia and Provence These provinces have a north and south coast that are treated just like the dual coast provinces in other variants of Diplomacy. 3) Istria and Dalmatia These provinces are connected by a "land bridge". An army can thus move from Dalmatia to Istria or vice versa. 4) Venice Lagoon Although small, the lagoon surrounding Venice is treated like an ordinary sea space. 5) Venice province As province and city occupy the same space Venice is handled somewhat differently. The following exceptions occur: a) Only *one* unit may be in Venice at any time. Thus if there is a garrison there cannot be a fleet or an army or vice versa. b) In Venice you are not allowed to disband a unit of one type and build one of a different type. c) An army or fleet unit in Venice is always *unable to retreat* into the city in case of losing a combat (the loser will be eliminated as an attacker can only come from the lagoon). d) An army or fleet unit in Venice that is attacked by a unit of *greater strength* will be eliminated even if the unit attempted to convert to garrison (as no retreats are available). The attacker will gain Venice. If the attack is of equal or lesser strength, the conversion will succeed and the attacker will bounce. e) An attempted conversion to army or fleet by a garrison in Venice will bounce if Venice is attacked. This is regardless of strengths. f) A garrison in Venice can never be besieged (as there can only be one unit there). g) No rebellion may be placed in Venice if there is a unit in Venice (regardless whether the unit is an army, fleet or garrison). h) Only *one* rebellion unit is placed in Venice, and then always in the city. i) A rebellion in Venice can never be besieged by the *affected* player as the rebelling unit will bounce any of his units (as there can only be one unit). However, any other player will 'put down' the rebellion and thus be able to move into Venice. 6) Port cities Port cities are fortified cities or fortresses identified by an anchor symbol on the map. 7) Fortresses Fortresses (or forts for short) are optional fortified areas that can be used in a scenario. Fortresses differ from ordinary cities by this: a) They generate *no* income. b) No garrisons may be built in them. In all other respects fortresses are treated as ordinary fortified cities. This means that rebellions may be placed in them, that you may garrison in them and that some may be used as ports (look for the little anchor symbol). SEQUENCE OF PLAY FOR ADJUSTMENT PHASES 1) Famine phase (optional). Any province may be struck by famine. First a 2d6 die roll determines the severity: 2, 3 No disaster 4, 6 Good year, row only 5, 7 Good year, column only 8-12 Bad year, row and column 'Tech note'. The rolls above reflect the actual judge coding. According to the original rules they should be 4 and 7 for good year row only and 5 and 6 for good year column only. Then the list of provinces hit by famine is selected with one or two 2d6 die rolls on the "Famine Table": 2 3 4 5 6 7 8 9 10 11 12 2: ----- ----- Prove Patri Moden ----- Corsi Ancon ----- ----- ----- 3: ----- Piomb ----- ----- ----- ----- ----- Tunis ----- ----- Paler 4: Tivol ----- Otran Padua Swiss Cremo Pontr ----- Herze ----- ----- 5: Friul ----- Bolog Saler Veron Austr Milan Sienn ----- ----- Duraz 6: Marse Ragus Vicen Carin Berga Pisto Spole ----- Pianc Hunga ----- 7: ----- Bari Slavo Montf Urbin Forno ----- Como Trent ----- ----- 8: Ferra ----- Rome Pavia ----- ----- Arezz Bresc Saluz Alban Genoa 9: ----- ----- Croat ----- Flore Turin Mantu Capua Trevi ----- ----- 10: Savoy ----- Sardi ----- Parma Bosni Tyrol ----- Naple Romag Dalma 11: ----- ----- Venic ----- ----- ----- ----- Carni ----- Messi ----- 12: ----- ----- ----- Pisa Aquil Avign Lucca ----- Istri ----- ----- The effects of famine are: a) Any unit in a famined province at the end of the spring movement is eliminated. This includes garrison units. b) New units may not be built in famined provinces. c) Famine has no effect on control. d) A famined province will not produce income. e) A garrisoned city will always produce income. Note that famine affected cities/provinces are noted with a "%" sign in the results. 2) Income phase. Each player receives income in the form of "ducats". The income comes from four sources: a) 1 ducat for each sea space that contains one of your fleets. b) 1 ducat for each controlled province. c) 1 ducat for each normal city controlled. For major cities that contain a number: the number is the ducats received. Do note that a besieged city produces *no* income. d) Variable income for each controlled home country and for certain cities. Based on a 1d6 die roll. If a player gains control of another player's home country, the variable income of that home country is also gained. Variable income is not prevented by rebellions, sieges in progress, famines, loss of capital, or any other factor as long as no third player takes control of the same home country. (Also see the Control of another... section above.) Ownership of the Genoa variable income roll is determined solely by ownership of the city of Genoa. The variable income in ducats for the major powers is: Power/city dice 1 2 3 4 5 6 die roll ---------- ---- ---------------- Austria: 1 1 2 3 3 4 4 Florence: 2 1 2 3 3 4 5 France/Marse: 1 1 2 3 4 5 6 Genoa: 1 1 2 2 3 3 4 Milan: 1 2 3 3 4 4 5 Naples: 1 1 2 2 3 3 4 Papacy/Rome: 1 2 3 3 4 5 6 Turkey/Duraz: 1 1 2 3 4 5 6 Venice: 2 2 3 3 4 4 5 TECH NOTE: The income above refers to the Machiavelli variant currently run on the judges: The Balance of Power. Other Machiavelli variants have different income tables. 3) Military unit adjustments. The adjudicator waits for adjustment orders at this point. Each player must choose which units he wishes to maintain or build. Three (3) ducats must be paid for each unit that is to remain on the map at the end of this phase (also see special units). Rules concerning builds: a) New units may only be placed in controlled provinces containing cities, in the players' home countries. The unit may be placed either in the province *or* within a fortified city. Fleets can only be placed in port cities. b) Only *one new* unit may be placed in a particular province. If there is a unit in the city the new unit may be placed in the province or vice versa. c) You cannot place a *new* unit in both the city and the province - that is 2 units in the same province in the same adjustment phase. d) Old units may not be traded for new ones in the same province (that is disband a fleet and build an army or vice versa), but you may disband a garrison and build an army or fleet in the province or vice versa as noted in b). e) You cannot build new units in rebelling cities or provinces. f) You may build an unlimited number of units (also see special units) as long as you adhere to a-e above. g) Once units are paid for, they are paid for the entire year. No further ducats need be paid for the units for the rest of the year, but also, no "refunds" of ducats are made for units that are eliminated or disbanded during the year. h) See also the section on Venice. i) See also the section on control over provinces and cities. Each existing unit must be explicitly maintained or disbanded before the adjudicator will consider your orders complete. If you submit a "maintain" order and change your mind, a subsequent "disband" order can be submitted anytime before the phase is processed. If you change your mind about a previously submitted "build" order, it can be rescinded with a subsequent "disband" order or an order to "build" a different type of unit in the same province or within the city. If you "disband" and change your mind you must issue a "maintain" order for the same province to keep the previously disbanded unit. SEQUENCE OF PLAY FOR MOVEMENT PHASES 1) Plague phase (optional). This is only done during the summer campaign. The severity of plague is determined in the same way as famine. Plague is instantaneous and has no duration in time. The effect of plague is that all units in the plagued provinces (and cities) are eliminated. The list of provinces hit by plague is selected with one or two 2d6 die rolls on the "Plague Table": 2 3 4 5 6 7 8 9 10 11 12 2: Vicen Swiss ----- ----- Carni ----- ----- ----- ----- Montf Capua 3: Pontr Bosni Slavo ----- ----- ----- Croat ----- Tivol Bari Tyrol 4: Savoy ----- ----- Friul ----- Rome ----- Marse Pavia ----- ----- 5: ----- Saler Veron ----- Dalma Lucca Bolog Carin Prove ----- ----- 6: ----- ----- Turin Sienn Messi Padua Austr Ferra ----- ----- ----- 7: Paler ----- Genoa Alban Pisa Tunis Avign Milan ----- ----- Sardi 8: Duraz ----- Naple Moden Perug Cremo Venic Flore ----- ----- ----- 9: ----- Berga Ancon Parma ----- ----- ----- ----- Mantu Istri ----- 10: Romag Hunga ----- Urbin ----- ----- ----- ----- Trevi ----- Como 11: Pianc Forno ----- ----- ----- ----- ----- Otran ----- Aquil Spole 12: Trent Herze ----- Bresc ----- ----- ----- Corsi ----- Patri Saluz 2) The adjudicator waits for borrow, expenditure and movement orders. 3) Borrowing phase. The first option during the expenditures phase is the borrowing of ducats. Players may borrow up to a total maximum of 25 ducats from "the bank". You may choose whether to loan 1 ducat 25 times or all 25 ducats at once, or any combination in between. The loan can either be for 1 year at 20% interest or for 2 years at 50% interest. *Only* the fall income report will show when any outstanding loans are due. The loan incl. interest must be repaid in full at the *end* of the borrowing phase of the indicated season of the indicated year. Loans may be repayed at any time before this according to the procedure below. Loan repayments are processed in this way: a) In the order shown in the income report. b) Always beginning with the interest of the earliest due loan. c) Then principal (non-interest part) of the earliest due loan. d) Then interest of 2nd earliest due loan (if any) and so on. Notice that you are *not allowed to pick which loan to pay off first*. A new loan can be taken out to pay off the oldest loan as long as the outstanding principal (the borrowed amount excl. interest) is within the 25 ducat limit. Careful planning must be executed to ensure that you don't default on the loan. If you are unable to pay off a loan, you'll be assassinated by the bankers (see assassination for effects) and nevermore be allowed to borrow from the bank. In addition to borrowing from the bank, players may give/loan to each other. Loaning ducats to another player can be done during any borrowing phase and happens before the bank collects any outstanding due loans. The receiving player (and any third party) will not know whether he really got the loan until the phase is processed by the judge. It is up to the player if he wishes to repay a loan from another player. A player who is in debt to the bank cannot loan money to another player before paying off the debt to the bank. Thus you cannot, as your last dying gasp, borrow 25 ducats and give them to your ally. Notice: a previous bankruptcy does not stop you from loaning money, as long as you are not in debt. The judge processes the pay/borrow commands in the following sequence: a) "Pay to bank" commands. b) "Pay to other player" commands (only if you are not indebted to the bank) c) "Borrow" commands. (Total debt to bank, excl. interest, cannot exceed 25d.) d) Bank collects any due loans. e) Expenses processed Example 1: You take a loan of 15 ducats in the Summer of 1492 for two years. By the Summer of 1494 you must pay 23 (15+8) ducats (interest is always rounded up). But if you only have 13 ducats in your treasury at the beginning of the Summer 1494 borrowing phase you can take another loan of 10 ducats, during that phase, so that you have sufficient funds to pay off the loan. Example 2: If you have 20d and a 38 (25+13) ducats loan due, you *cannot* borrow 18d to pay off that loan because you would temporarily exceed your credit limit of 25 ducats even if you would have immediately dropped back below it. In this case you will need some other players help. You can pay the 20d toward the loan, changing it to 18+0d, then borrow 7d yourself, and finally (hopefully) get a loan of 11d from other players to avoid getting assassinated. As paying to the bank comes first you can't use the money received from other players to lower your loan in order to increase the amount you can borrow. However, if they gave you the money in the previous season you would only need 6d. With 26d and a 38 (25+13) ducats loan, you can pay it off to 12+0d, allowing you to borrow up to 13d to pay off the remaining 12d due. Example 3: You regret that you borrowed from the bank and want to get rid of the loan? Just send the order "borrow 0 ducats for 1 year" or "borrow 0 ducats for 2 years" (0=zero) depending on the loan you took. TECH NOTE: Loans are for unknown reasons (probably an error) omitted from the AH 1983 rules edition. 4) Expenditures phase. Each player can make up to four expenditures ("expense 1:", "expense 2:", "expense 3:" and "expense 4:") during each campaign. The ducats for the expenditure are subtracted from the player's treasury. If the expenditure is invalid the cost of the expenditure is nevertheless subtracted from the treasury. Expenditures will be executed in their numerical order. If the treasury is insufficient to support all the expenditures (for example if an expected loan from another player didn't come) the remaining treasury will be used anyway. You may remove an expenditure with the "none" order. For example if you want to remove expense number 2 you would issue the order "expense 2: none". If you instead want to change an expenditure you just issue a new expenditure with the same number. For example you have issued the order "expense 1: 18 ducats buy a flore" but want to disband the unit instead. to do that you just issue the order "expense 1: 12 ducats disband a flore". LIST OF ALLOWED EXPENDITURES AND BRIBES Expenditures a-c and j-l are not bribes and may not be counter-bribed. a) Famine relief. 3 ducats. This order is given to end the effects of famine in a province. Example. Expense 2: 3 ducats famine relief milan. b) Pacify Rebellion. 12 ducats. This order is given to end the effects of a rebellion in a province. Example. Expense 1: 12 ducats pacify rebellion rome. c) Counter-bribe. Multiples of 3 ducats - 3 or 6 or 9 and so on. This order is used to nullify a suspected bribe attempt of a unit (expenditure d-i). Example. Expense 1: 6 ducats counter-bribe a modena. 1) If a unit has a bribe and a counter-bribe the number of the counter-bribe ducats is subtracted from the bribe ducats. If the remaining number of bribe ducats are too few to carry out the ordered bribe, it fails. Example. If you try to disband a unit with 12+0 ducats and the affected player has counter-bribed it with 3d the disband fails. To succeed you would have needed to pay 12+3d. 2) Counter-bribes are only effective against bribes (expense d-i) and cannot be used to counter famine, rebellion or assassination attempts. 3) Counter-bribes can be ordered for another player's units, autonomous garrisons or your own units. 4) If several bribes are directed at the same unit during the same campaign, only the largest one succeeds and all smaller ones fail and are wasted. If there is a tie for the largest bribe, all bribes to that unit fail and are wasted. Expenditures d-i below concerning military units are collectively known as bribes and may be counter-bribed. Observe that: 1) Bribes can be larger than the minimum costs listed in multiples of three ducats. Larger bribes are common to offset suspected counter bribes. 2) The minimum cost for bribes directed at garrisons in major cities (those with a number imprinted) are doubled. 3) Important: A player who orders a bribe to buy another unit may also submit orders for that unit in the same campaign. 4) The size of the bribe must be large enough to carry out the specified bribe order. Even if the amount of the bribe is large enough to carry out another, cheaper, bribe, if there are not enough ducats for the ordered bribe, it fails. 5) Citizen's militia a/g/f and elite professional a/g/f costs are doubled. This means that a citizen's militia garrison in Rome would cost 12*2*2=48 ducats to disband !! d) Disband autonomous garrison. 6+3n ducats. If successful the specified autonomous garrison is removed from play. Example. Expense 1: 9 ducats disband g trent. (This order would counter a 3d counter-bribe.) e) Buy autonomous garrison. 9+3n ducats. If successful the specified autonomous garrison will become one of your own garrison units. Example. Expense 1: 9 ducats buy g savoy. (This order would fail if some other player issued a 3d counter-bribe.) f) Committed garrison to autonomous. 9+3n ducats. If successful the specified garrison will become autonomous. The term "committed" refers to a unit owned by another player as opposed to "autonomous" which is an unowned unit. Example. Expense 1: 9 ducats garrison to autonomous bolog. g) Disband committed garrison. 12+3n ducats. If successful the specified garrison is removed from play. Example. Expense 1: 12 ducats disband g bari. h) Disband army or fleet. 12+3n ducats. If successful the specified unit is removed from play. Example. Expense 1: 12 ducats disband a ancon. i) Buy army or fleet or garrison. 18+3n ducats. If successful the specified unit becomes one of your own. An a remains an a, an f remains an f and a g will remain a g. Example. Expense 1: 18 ducats buy f marse. The following expenses - j and k - are not bribes (cannot be counter-bribed) REBELLIONS j) Conquered province to rebel. 9 ducats. This order is given to start a rebellion in an enemy-controlled province that is not part of said enemy's home country. Example. Expense 1: 9 ducats cause rebellion saluz. k) Home province to rebel. 15 ducats. This order is given to start a rebellion in an enemy-controlled province that is part of said enemy's home country. Example. Expense 1: 15 ducats cause rebellion tunis. EFFECTS OF REBELLIONS: 1) See also the section on Venice. 2) Control is *not* affected. 3) Rebellions are always directed against the player controlling the province as they can never be placed in a garrisoned city, even if the garrison later on leaves or is eliminated. 4) Rebellion units are placed in both the province and, if it's ungarrisoned, any fortified city or fortress (if in use) present in the affected province. 5) Movement, conversions, retreats and builds 1) Movement into a rebelling province is not restricted. 2) The player who the rebellion is directed against can not retreat into a rebelling city. 3) The player who the rebellion is directed against can not convert into a rebelling city. 4) Conversion from garrison to a/f is allowed into a rebelling province. Note that besieged units can not convert. (Conversion from a/f to garrison into a rebelling city is only possible for a player who the rebellion is *not* directed against - the rebellion is liberated. This situation can never exist as it would only be possible if an a/f unit is bought after the rebellion has occurred, which in itself would immediately liberate any rebellions in the province and city.) 5) You cannot build new units in rebelling cities or provinces. 6) You may build a garrison in a non-rebelling city even if the containing province is in rebellion. 6) Support 1) Any player who the rebellion is *not* directed against will get one strength point in support when moving into a rebelling province. 2) Rebels can never give more than one strength point in support even if there is a rebellion unit in both the city and the province. 3) Support from rebels can never be divided between different players even if there is a rebellion in both the city and the province. 4) If more than one player attempts to get the rebel support none gets it. 5) A converting garrison *not* owned by the affected player will get support from the rebellion unit in the province. (This means that a player in a city may cause a rebellion in the province to support his own units *into* the province.) Note that besieged units can not convert. 6) Rebellion units can not and do not support retreats. 7) Income 1) The controlling player receives no income from rebelling provinces or rebelling ungarrisoned cities. 2) Garrisoned cities produce income (as rebellions can never be placed in those). 3) Income is collected for a city within a rebelling province if the city itself is not in rebellion (*even* if the garrison was disbanded/removed/eliminated/bought after the rebellion event). 8) How rebellions are removed Notice that removal occurs *after* the rebels have given any support. Also notice that cities may not be allowed to retreat/convert into, as explained in 5.2-3 above *regardless* of what is said in paragraph 8.3-4. 1) The player who the rebellion is directed against must besiege a rebelling city to "put down" the rebellion. Any rebellion in the province is *also removed* at the completion of the siege. 2) The player who the rebellion is directed against must "hold" for one campaign with an army or fleet to "put down" a rebellion in the province (note that a rebelling city must still be besieged). 3) A player who the rebellion is *not* directed against will immediately "liberate" any rebellion upon entering (*including retreats*) a rebelling city or province. If there is a rebellion in both the city and the province proper *both* rebellions will be liberated. 4) A player who the rebellion is *not* directed against will immediately "liberate" any rebellion if it buys an army or fleet or garrison in the rebelling province (if the bought unit was owned by the affected player). 5) Pay for expense B, pacify rebellion. Removes both in city and province. Note that rebellion affected cities/provinces are noted with a "+" sign in the results. ASSASSINATIONS (optional) L) Assassination. 12, 24 or 36 ducats. At the start of the game each player is given one "assassination chit" for each of the other players. You must have such a chit to attempt an assassination on another player. Once an attempt is made, the corresponding chit is destroyed. Chits can be traded among the players (by issuing the 'expense' "give Turkey to Naples). Such a trade is an immediate event that is not reported to the receiver. Although you will get this message: "Turkish assassination chit given to Naples". You can not change your mind and rescind the order. When an assassination is executed, a 1d6 die roll is made. For every 12 ducats paid for the attempt, the chances of being successful increase by one sixth. 36 is the maximum, giving a 50% possibility for success (3/6). More then one assassination attempt on the same player may be made in the same campaign, but the effects are the same whether one or all of them succeed. You can check which assassination units you own by listing your game and look up the assassination info following the player treasury status info. Example. Expense 3: 24 ducats assassinate papacy. EFFECTS OF ASSASSINATION 1) All orders, of the victim, are converted to hold orders although units may still be supported by other players' units. The hold orders cannot be used to put down rebellions and all sieges that the player is attempting are broken. 2) The player will still be able to retreat. 3) Expenses are wasted if the bank assassinates you, but go through if you are assassinated by another player. 4) Any of the victim's garrisons that are *already under siege* (because the enemy began besiegeing in the previous campaign) are immediately eliminated. (To clarify: the G is *not* eliminated if the enemy ordered to begin to besiege in the same campaign as the assassination occurs). If the *besieging unit's player is also assassinated*, the garrison remains. (This rule means that the enemy may choose to order the besiegeing unit to do something else and still get rid of the garrison ! Note that if such an order is given and an assassination fails to happen, the result is a wasted season for the unit attempting the siege. The siege remains half-way complete.) 5) Some provinces controlled by the victim will rebel. See under rebellions for effects. Based on a 1d6 die roll: Type of province Die to rebel A home province with a unit 1 Home province with no unit 1-2 Conquered province with unit 1-3 Conquered province, no unit 1-5 6) The assassinated player is *not* eliminated from the game. He continues, representing his own successor as ruler of the major power. The effects of assassination merely show the often chaotic effects of a sudden shift in power at the top. (List of allowed expenditures and bribes ends here!) SELF-BRIBES Yes you can bribe your own units, although why you would want to do so when counter-bribes are cheaper will elude every other player. In fact all the bribes except 'buy' can be used against your own units or provinces. 'Buy' cannot be done due to a judge 'feature'; you get e.g. the message: "Turkey: Garrison Durazzo, No Order Processed". If you direct a bribe at one of your units at the same time as another player tries to bribe the same unit, both will fail as they also would have if two enemy powers had tried to bribe your unit. Naples: E1: 18d, Buy Turkish fleet Tunis ** Larger bribe, wasted Turkey: E1: 18d, Disband Turkish fleet Tunis ** Larger bribe, wasted 'Tech note'. Self-bribes are not allowed according to the Machiavelli or Machiavelli 2 rules. Mach1 rules state that bribes can only be "directed at a specific enemy". Mach2 rules say that they must be directed against "enemy controlled" provinces, or against "another player". SEQUENCE OF PLAY AND ORDER RESOLUTION Below follows a summary of the sequence of play combined with the adjudicating software's order processessing (with the main control adjudications steps). Notice that each *step* (a, b etc) is simultaneous, not the whole turn. 1) Submittal of player orders -- "conflict" phase. This is done thrice (one time each in spring, summer and fall) 1.1) Money and movement a) Banking: i.e. loans and loan repayment. b) Expenditures not concerning assassinations. - control adjudication 1 c) Expenditures concerning assassinations. d) Assassinations of players defaulting on their loans. e) Movement order resolution. - control adjudication 2 f) Removal of rebellions in provinces. - control adjudication 3 1.2) If there are retreats results up to this point are mailed to player. g) Retreats if any. - control adjudication 4 h) Removal of rebellions in cities. - control adjudication 5 (for rebellions and famines) i) Removal of famine units (only after spring turn). j) Any plague effects (only after spring turn). - control adjudication 6 k) Any storm effects (only after fall turn). - control adjudication 7 l) Any famine effects (only after fall turn). m) Elimination checks (all turns). 1.3) Final results mailed to player. 2) Submittal of builds and maintenance -- adjustment phase This is done once (in "winter") 2.1) Income is calculated and awarded 2.2) Units are payed for (build, keep or disband) Notice that in Machiavelli2 there is only one control adjudication step after the fall turn (technically the rules say before spring) corresponding to step 7 in the list above. PROVINCE ABBREVIATIONS All land spaces can be abbreviated uniquely to their first 5 letters. Where there are no conflicts, they can also be abbreviated to their first 3 letters. For conflicting names, the longer of the names can usually be abbreviated to the first 3 letters and the shorter to some other 3 letter combination. Sea spaces can be abbreviated to the first letter of each word in their name. There are additional abbreviations which can be determined by examining the "map.machiavelli" file. Do note that psa=pisa, pis=pistoia, crn=carniola and car=carinthia. ORDER SYNTAX Movement orders: ... Expenditure orders: to | "bank" (money) to (assassination chits) The alliance command is confirmed by this message: E.g.: "Florence allowing Naples and Turkey to use straits. Retreat orders: Adjustment orders: Where: = or followed by . "citizen's militia", "militia", "cm" "elite mercenary", "mercenary", "mercenaries", "em", "elite professional", "professional", "ep" = "army", "a", "fleet", "f", "garrison", "g", or . = Source province. = Destination province. = Intermediate water province in a convoy route. = , "/nc", "/sc", "/ec", "/wc". = "h", "hold", "holds", "stand", "stands". = "-", "->", "m", "move", "moves", "move to", "moves to". = "s", "support", "supports". = "t", "transport", "transports", "convoy", "convoys". = "c", "convert", "convert to", "conversion". = "b", "besiege", "siege" (nJudge 1.7.5 and later also the misspelled "beseige", "seige") and genitive forms. = "l", "ls", "lift", "lift siege" and genitive forms. = "d", "disband", "disbands". = "b", "build". = "r", "remove", "d", "disband", "debuild". = "m", "maintain". = "borrow". = "for 1 year", "for 2 years" = "loan", "give", "pay" = "ducats", "ducats", "d" = Power name or abbreviation of 2 or more letters. = "ally", "allies", "alliance", "allow", "unally", "not allies", "unalliance", "don't allow", "dont allow" (see mapboard features) = "expense" ":" = "famine relief", "famine", "relief", "fr" "pacify rebellion", "pacify", "pr" "counter-bribe", "counter", "cb" "disband", "d" "buy", "purchase", "b" "garrison to autonomous", "gta", "g", "to a" "cause rebellion", "cause", "rebellion", "cb" "assassinate", "a" "none" TECH NOTE 1: In original Machiavelli a unit may be disbanded anytime and anywhere by writing for example "a mil 0". That was not allowed in older nJudge Mach. But is now supported if you "set disband", see item. TECH NOTE 2: For conversions in bi-coastal provinces you need to specify the coast, else it is not necessary. See also appendix 3. EXAMPLE OF ORDERS This example is for movement phase orders of Florence: Signon Lname Pay 14 ducats to bank All loans from bank must be paid Pay 6 ducats to Milan before giving to another power Borrow 25 ducats for 2 years but then more could be borrowed. or "Borrow 25 ducats for 2" or "Borrow 25 ducats for two". Expense 1: 12 ducats Disband Army Bologna Expense 2: 3 ducats Counter-bribe Army Arezzo Expense 3: 24 ducats Assassinate Papacy Army Arezzo -> Sienna Army Florence -> Arezzo Fleet Pisa Convert to Garrison Signoff If you then changed your mind and decided not to pay the 6 ducats to Milan or spend the money to counter-bribe Arezzo but instead use it to attempt to buy the unit in Bologna anticipating a counter-bribe, you could submit a revision containing: Signon Lname Pay 0 ducats to Milan Ally Naples Ally Turkey Expense 1: 21 ducats buy Army Bologna Expense 2: none Army Bologna -> Ferrara Signoff Notice that your ordering of Bologna will be ignored if you decide not to buy the unit, even if the order may continue to be shown in the replies. NOTICE that the judge will not clear any order to a bought enemy unit (e.g. "Turkey: Neapolitan Fleet Bay of Tunis -> Palermo") from *your* order report. If you want the judge to remove it from the order report send an erroneous order (e.g. F BOT WAIVE). ORDER SHORTHAND Some bribes/expenses need not be spelled out, but have abbreviated forms. Expense 1: buy fer = 18 ducats buy [a|f|g] fer. Expense 1: disband dur = 12 ducats disband [a|f|g] dur. Notice that the judge only chooses 'g' if there is no 'a' or 'f' present in the province. If you instead qualify the unit 'disband g dur' the statement would default to '12 ducats disband g dur'. Then there are some oddities due to the parsing of text and math handling that give e.g. these results: Expense 1: +3 ducats... = "6 ducats..." Expense 1: +6 ducats... = "12 ducats..." Expense 1: 6+3 ducats... = "9 ducats..." ORDER ODDITIES The judge behaves a bit unexpectedly when you building and disband new units. If you e.g. order B G|A|F BAR and then change your mind and issue R|D G|A|F BAR you'll get the error message: N: b g bar Cannot debuild and build in Bari. To successfully remove the unwanted build you must first send a maintain order, M G|A|F BAR, and then, after getting the judge reply, send the remove/disband order. TECH NOTE: this is solved in ma_build.c vers. 1.16 (post 1.7.6 code fix). VARIANT SPECIFIC JUDGE COMMANDS FOR GAME OPTIONS The "set" command can be used by the moderator/master of a game to enable or disable the following options: set [no]mach2 To use or not the Machiavelli 2nd edition (1995) rules. Always disabled by default. set [no]summer To ignore the summer turn (and plague). Allows diplomacy-style 2 season years. Always disabled by default. set [no]money If you set nomoney cities are treated as supply centers and builds are calculated as per normal Diplomacy rules even in Machiavelli1 ! You cannot bribe, assassinate, use special units or get any income. To fully enable the Machiavelli Basic rules you also need to set nodice. set [no]dice To disable/enable random events. Setting nodice automatically disables famine, plague, loans and assassinations. Enabling any of the said options automatically enables the dice option. Selected rolls for variable income will always be a 4 in odd years and a 3 in even years. To fully enable the Machiavelli Basic rules you also need to set nomoney. set [no]loans or set [no]bank[ers] To disable/enable the borrowing of ducats from the bank. This does not affect whether one player can give money to another player. set [no]famine To disable/enable the famine rules. TECH NOTE: Perugia never has famine as it is not incl. in the table. set [no]plague To disable/enable the plague rules. Always disabled by default. TECH NOTE: Arezzo, Piombino, Pistoia and Ragusa never have plague as they are not incl. in the table. They are incl.in the 1995 2nd ed. set [no]storm To disable/enable the fall sea storms that can sink fleets. Always disabled by default. set [no]assassinations To disable/enable the use of the assassination *expenditure*. Regardless of this setting you will still be assassinated by the *bankers* if you do not repay your loans. set [no]garrisons To disable/enable the garrison unit types. You may not use, build or convert to these. Any garrison setup info will be ignored. Always disabled by default. set [no]special To disable/enable the special unit types. set [no]fortresses | [no]forts To allow or not the use of additional fortified cities. Always disabled by default. set [no]adjacency To disable/enable the restriction that bribes can only be directed to units to which you have an adjacent unit. See table below. A city (regardless of type) is always adjacent to its containing province and any province bordering the containing province. A province (regardless if sea or land) is always adjacent to any bordering province and any cities in the bordering provinces. This means that a fleet in, say, Sienna is considered adjacent to a garrison in Florence for the purposes of bribery. You can always counter- bribe your own unit as it will suffice as its own adjacent unit. Unit adjacency requirements for bribes and assassinations. Action Adjacency enabled Adjacency disabled Famine relief (a) required (to prov or city) not required Pacify reb (b) required (to prov or city) not required Counter bribe (c) required (to army or fleet) not required Bribes d-i required (to army or fleet) not required Cause reb. (j,k) required (to prov or city) not required Assassination (l) not required not required set [no]coastal convoys To disallow/allow use of fleets in coastal provinces in convoys. Coastal convoys are by default enabled for the standard Machiavelli variant. set [no]disband To disable/enable the Mach1 disband rule. That allows you to disband units as a movement order. E.g. a sav disband. Always enabled for Mach1. A unit disbanded in this way will not bounce a unit moving into the same province/sea area. Do notice that 'nodisband' is set by default. TECH NOTE 1: The original rules do actually describe this as a form of conversion "into nothing". And the order is then written, a sav c 0, but for practical reasons the nJudge implementation uses the above notation. TECH NOTE 2: Units can be disbanded in three ways in Classic Mach. By setting the disband flag (see above), by not maintaining the unit, and by using a bribe. TECH NOTE 3: As the AH/Battleline rules do not give any indication on how this will affect other units moving into the area, it was decided to treat this disband as a bribe disband for nJudge purposes. Thus the unit should not affect moves into the are it occupies. Another reason for it not affecting other units is that it is leaving, dissolving. It is not prepared for combat or defense. The status of these options are listed in the "full" listing of the games under the heading "flags". The default settings for the various Mach variants are (missing flags cannot be set/used): 1) Mach1: famine, noplague, loans, assassinations, dice, special, noforts, adjacency, nostorm, money, coastalconvoy, nodisband 2) Mach2: famine, noplague, loans, assassinations, dice, special, noforts, adjacency, nostorm, money, nocoastalconvoy, nodisband 3) Basic mach: nofamine, noplague, noloans, noassassinations, nodice, nospecial, noforts, noadjacency, nostorm, nomoney, coastalconvoy, disband. HOW TO PLAY MACHIAVELLI ON THE STANDARD DIPLOMACY MAP To play on the standard Diplomacy map choose the variant "dipmach". HOW TO PLAY MACHIAVELLI AS THREE SEASONS STANDARD DIPLOMACY To be able to play as 3-season Diplomacy you must set up the game thus: create ?gamename yourpassword variantname set mach2 (this flag enables the "diplomacy build rules") set nodice (this removes disasters, variable income and more) set nomoney (this removes all use of money) set nospecial (this removes the use of elite and militia units) set nostorm What are the differences with Diplomacy if I play "3-season mach w garr" ? Just these few: 1) you can garrison* an A or F by ordering e.g. A LON C G or F LON C G (fleets only in provinces with an anchor symbol). 2) you can convert* an A to an F by e.g. ordering in spring A LON C G and in summer G LON C F. 3) a garrisoned unit may be eliminated by siege by e.g. ordering A LON B G for two *consecutive seasons* (you do not have to write A LON B G LON as an army can only besiege a G in the province that the army is present in). 4) there is also a summer season *Only some SC's (cities) may be garrisoned, these are indicated by square SC symbols. (The number in some cities is for Mach play only and can be ignored in this case.) HOW TO USE MACHIAVELLI MAPS FOR 100% STANDARD DIPLOMACY To play 100% Standard Diplomacy also set these flags in addition to the three season Diplomacy changes. set nogarrisons (this removes the use of garrisons) set nosummer (this removes the summer moves and plagues) set nocoastalconvoys set nodisband What are the differences with Diplomacy if I play "2-season mach w/o garr" ? None !!! HOW DO I KNOW WHAT RULE SET THE GAME I JOINED USES Look at the game settings in the listing. If you have a line saying 'Mach2:' the game is run with the nJudge Machiavelli 2nd edition rules. But if it says 'Mach:' the game runs with the nJudge Classic rules. APPENDIX 1. INCOME QUICK REFERENCE CHART Normal Besi Fami Rebel Plague/ eged ned ling Storms(1) Ungarrisoned major city >1 n/a 0 0 no effect Ungarrisoned fortified city 1 n/a 0 0 no effect Ungarrisoned fortress (2) 1 n/a 0 0 no effect Garrisoned major city >1 0 >1 >1 no effect Garrisoned fortified city 1 0 1 1 no effect Garrisoned fortress (2) 1 0 1 1 no effect Unfortified city 1 n/a 0 0 no effect Land prov: empty but ctrld 1 n/a 0 0 no effect Land province with unit 1 n/a 0 0 no effect Sea province: empty 0 n/a n/a n/a no effect Sea province with unit 1 n/a n/a n/a no effect Notes (1) Plague and storms have no direct effcet, although the loss of the unit obviously affects income indirectly. (2) Fortressess only generate income if in use. (3) n/a = not applicable APPENDIX 2. EXPANDED TECH NOTE ON COUNTRY CONTROL RULES The following is based on the Avalon Hill rule editions as these are more known (although the Battleline rules do not differ in any significant way). The main problem with the AH rules is that they do not clearly state how conquered countries are lost, nor how a multi country power is eliminated. The following is said: 1) 1980 and 1983 Basic game V.D.1: "A player who controls no cities in his home country at the end of a campaign is eliminated from the game." (The 1983 rules omit the word home and add season.) The 1995 rules (17.1 §1) are somewhat better worded. 2) 1980 and 1983 Basic game V.D.2: "To gain complete complete control of another players's home country, one player must control all provinces and cities of that player's home country at the end of a campaign." In V.D.2.a and b it is further stated that the conquered home country can be used for builds even if pieces of it are subsequently lost. The 1995 rules (17.1 §2 and 17.2 pt1) are somewhat better worded. 3) 1980 and 1983 Basic game V.D.2.c: "...all provinces of the conquered home countries plus the player's original home country would have to be lost for that player to be eliminated from the game". The 1995 rules (17.1 §1) do not mention this altogether and could technically be construed as to imply that you are eliminated when you lose your original (starting) home country regardless of whether you control conquered home countries. 4) 1980 and 1983 Basic game V.D.2.d: "A player who gains complete control over a home country that was previously conquered by another player may start to use the conquered home country the same as if it were taken from the original owner...". The 1995 rules (17.2 pt3) are somewhat better worded. 5) 1980 and 1983 Advanced game V.B.1.d.3: "When a player gains control of another players's home country, the control of the variable income of that home country is also gained, and may be rolled for separately". The 1995 rules (17.2 pt2) are somewhat better worded. As you can see the rules are clear on how to gain another home country but totally remiss on how to lose it. The 1995 rules do not help either. Rule V.D.2.c does also contradict rule V.D.1. So what to do? In the earliest judge implementations a conquered country could only be lost if another power gained control of it. It could never be lost if several powers gained divided control of all the provinces and cities. It has never been clear if this was by accident or by intention. But to quote the nJudge lead programmer on this topic and the question of the variable income. "The fact that the judge may have worked diffrently was more by luck than design. ...there was certainly never any code in it for it". As the code was corrected an unintentional bug was introduced, in one of the nJudge versions between 1.0.0 and 1.5.1, that caused conquered home countries (CHC) to be lost as per the elimination rules. An example of how the old judge worked can be found in game Opacify (DEMA) where Venice controls all papal cities by F1462. The Papacy is controlled by Florence. Florence does not lose control over the Papacy. When addressing the bug it was discussed when CHC *control* is lost. Was it when another power conquered it? When the controlling power lost control of all its provinces and cities? Or should CHC and starting home country be regarded as a new bigger home country as implied by V.D.2.c? It was regarded as more sensible and practical that a CHC is lost when all of its provinces and cities are controlled by other powers. It will then revert to an "autonomous country" until some other power gains the totality of its provinces and cities. This is contrary to the earliest judges adjudication, but as it was easier to implement, and unclear if the earlier judges interpretation was by design or not, this solution was chosen. It was also regarded that an interpretation of V.D.2.c that would suddenly change the elimination rules from cities to all provinces and cities, just because a player had a CHC, would skew the game and not be in line with tradition. The other implication of V.D.2.c, that a CHC and the original would amalgamate into a bigger home country, was also discarded. But the question of how to treat the loss of the original home country in a multi-country power remained. As other powers could conquer a CHC in block it was decided that the most sensible approach would be to treat the last remaining country of a multi-country power as its home country, even if that home country would be different from the starting home country. And that the elimination rules (V.D.1) would apply to that country. This would also be in line with tradition. Also! As a power that loses the cities of his only home country cannot build, it is pretty difficult to stage a comeback. Although not impossible. So an interpretation of the rules that all provinces also must be lost, and that rule V.D.1 should be regarded as erroneous instead of V.D.2.c is not totally unreasonable. But as rule V.D.2.c can only come into effect after a CHC has been established, rule V.D.1 was regarded as the primary rule for single home countries. But what would happen if a multi-country power simultaneously lost all cities in all countries? Should it survive because it had not lost all provinces of its CHCs? We thought that, in that highly unlikely case, the standard elimination rules should apply for the reason stated above. (Anecdotal evidence suggests that was the way the judge may have worked.) Then the question of the variable income remained. Historically a player controlling a CHC kept the VI until another power conquered it. That is: all provinces and cities could be lost as long as it was to different powers. This can be seen in game Urmanov (USIN) were by W1463 control over France is divided between Milan and Naples. France is a turkish CHC. Despite controlling no french cities nor provinces, Turkey receives the VI. As letting a power keep the VI of a CHC as long as no other power conquered it would have required extensive recoding, it was decided to be better and more logical if the VI also was lost when all provinces and cities were lost to multiple powers. APPENDIX 3. OPTIONAL RULES RULES FOR MULTI-COASTAL PROVINCES How conversions are to be resolved in multi-coastal areas containing a city (e.g. St. Petersburg). Current status: all coasts are available for conversion or builds regardless of placement of city or anchor symbol. Optional rules: Option 1: Fleets may only be built or convert to garrison or vice versa from/to a sea area containing the anchor symbol. Would both coasts have the anchor then both coasts would be eligible for conversion. Option 2: Fleets may only be built or convert to garrison or vice versa from/to a sea area containing the anchor symbol. Only *one anchored* coast may exist. Support from fleets into multi-coastal provinces: As in Diplomacy support is only successful if the fleet giving support can move to the coast that the supported fleet is on. Ordering: e.g. G STP C F /NC and F STP/NC C G is OK. OPTIONAL RULES FOR FACE TO FACE PLAY These are not part of the nJudge code nor the Machiavelli standard rules. They have been gleaned from various sources. I have added them as they may be fun to use in face-to-face or e-mail games. 1) Buy autonomous A/F: 15 ducats. 2) Convert committed A/F to autonomous A/F: 12 ducats. 3) Disband autonomous A/F: 9 ducats. 4) Convert autonomous G to autonomous A/F: 9 ducats. 5) Convert autonomous A/F to autonomous G: 6 ducats. 6) Order autonomous unit to advance into adjacent province: 6 ducats. 7) Order autonomous unit to convoy: 9 ducats. 8) Order autonomous unit to support move: 6 ducats. 9) Cause famine (scorched earth/plunder) in any season: 3 ducats. 10) "Realistic" plague: plague expands to adjacent areas every campaign season and is removed from already affected area. Roll dice to see if new province is affected. 1d6 1-3 affected, 4-6 unaffected. 11) Unlimited assassination bribes. 12) Trade provinces: GIVE PROVINCENAME TO POWERNAME. 13) Forced taxation: immediately gain double province income. Province will immediately rebel. Province will not generate income, nor be possible to use for builds in the following spring. A rebelling province cannot be taxed by force. A province can only be force taxed once per year. FORCE PROVINCENAME. 14) Cavalry (C): New special unit. Strength of one. Moves two provinces. Only one if convoyed. 9 ducats to buy/maintain. Twice normal amount to bribe. Will only bounce if target province is occupied or another unit enters target. Retreat is to preceding province in move path. If that province is occupied normal retreat rules apply. Control is not gained of intermediate provinces. Move example: C PAV M MON M GEN. 15) Armoured cavalry (AC): As cavalry but with double strength. APPENDIX 4. MAIN DIFFERENCES BETWEEN OLDER VERSIONS OF MACH Differences between AH 1980 and 1983 (the first 2nd edition) editions. 1) No money lenders -- no bank (this must surely be a misprint) 2) Necessary to control both city and province to gain the additional "city/province" variable income roll. 3) Balance of Power scenario. Papal home country includes Tivoli. Control of Naples or Milan city and province awards 1d6 variable income roll. 4) Struggle for Dominance I scenario. Control of Genoa or Florence city and province awards 1d6 variable income roll. Differences between the AH 1980/1983 editions and the 1995 2nd edition See the rules.machiavelli2 document. APPENDIX 5. EXPLANATION OF THE MAP FILE. This section is *not* part of the rules. It is only intended as a player aid for those interested in creating their own judge scenarios or just interested in the hard data for provinces. The file map.machiavelli contains information that is used when the judge parses the results. The first half of the file describes the provinces and the second half possible moves and convoys. At the end are the famine, plague and variable income tables and summary province ordering. Province characteristics are described thus: full name terrain|ownership city income city type abbreviations. Terrain types are neutral SC/city (x), land (l), water (w) (in some non- mach variants also ice (v) and convoyable coastal space (c)). Ownership *at game start* is noted with the unique power initial. City income is zero to (currently) three. City types are fortified port (P), unfortified port (p), fortified city (f), unfortified city (.). The combination of zero income followed by a city type identifier indicates the presence of a fortress. Zero followed by dot (0.) indicates no city. Water is hardcoded to give 1 ducat income. Venice's characteristics are set by an additional V following all other flags (see below). Examples. Albania, T1. alb alban = Turkish home city, 1d, unfortified. Ancona, P1P anc ancon = Papal home city, 1d, fortif. port. Aquila, N0f aqu aquil = Neapolitan home prov., no city, fortr. Bay of Tunis, w0. bot = water prov., 0d, no city. Venice, V3PV ven venic = Venetian home, 3d, fortif. port, "venice" rules apply Notice that to count a neutral province you must define it as 'x'. If you identify it with 'l' it will generate zero ducat income and ownership will be ignored and not reported. Adjacency and 'convoyability' information is described thus: province-adjacency type adjacent provinces/sea areas. The types of adjacencies are: adjacencies for armies (mv), adjacencies for fleets/convoys (xc if one coast; nc, sc, ec, wc if divided coasts; cc for canals/straits that can be blocked in mach) (in some non-mach variants there is also adjacency for armies moving with one less support, mx). Examples. alb-mv: rag her dur and for fleets alb-xc: rag las dur cro-nc: crn ist aus and for the south coast cro-sc: dal ist ets-xc: psa/cc pio sie pat tiv gon mes pal wts ets-cc: psa For more information see the file njudgemapdatahowto.htm. APPENDIX 6. UNRESOLVED NJUDGE BUGS A) These are the bugs remaining, *or not recorded as solved*, in the version 1.7.6.7 (may 14 2009 build with post-1.7.6 hotfixes applied). 1) Hidden Machiavelli treasuries. With the current code base this is very difficult as different mails would have to be sent to GM, players and observers. Not anytime soon. (#1) 2) Special unit build-disband problem. (a) Ordering to disband a special unit in the same order set as a build of a special unit will raise an error message in the nJudge response mail. To actually build the special unit you have to resend the build order. (#383) (b) There also seems to be problems cancelling a bribe attempting to buy two special units. The problem is not well described and it may just be that the player failed to issue the order "Expense X: none" (Where X stands for 1, 2, 3 or 4 depending on what expense is to be annulled) for both expense items. (#548) 3) Elimination may occur before retreats. Elimination should occur after retreats, but currently it may occure before those. While this may seldom cause any problems, it will, to be solved, require the seed file to be edited or the orders to be cleverly changed and resent by the GM. (#464) 4) Straits block friendly fleets. (a) If e.g. Naples has a fleet in Mes a neapolitan fleet moving ION-GON (or vice versa) fails if an enemy fleets try to move into MES. As long as there is a friendly fleet already in MES the move should succeed. (#511) (b) If e.g. Florence buys a papal unit in PIO any florentine move from ETS-PSA (or vice versa) will be blocked. As PIO contained a friendly unit the move should have succeeded. (#537) Currently cases (a) and (b) can only be solved by editing the seed file or by the GM resending cleverly changed orders. 5) Incorrect retreat into Venice message. If Venice is in rebellion the judge will issue a retreat message stating that retreat is possible into Venice, but correctly deny any user to retreat into Venice. (#516) 6) Besieged G allowed to convert with rebellion support in the 2nd siege turn. This is explicitly forbidden by the rules and should not be allowed. (#521) 7) Siege not lifted when besiegeing unit is given non-siege order. (#529) 8) Power eliminated at the beginning of a campaign due to bribe. This is wrong. Powers are always eliminated after retreats. This will most likely require seed file editing to solve. (#534) 9) Predict command does not show bribe effects. (#547) B) Bugs solved by post-1.7.6 hotfixes. (1.7.6.7, may 14 2009 build.) 1) Rebellion changes ownership and is not removed. In a game an austrian unit entered a province rebelling against Venice. The rebellion was then not removed, as it should have been (so called liberation), and was subsequently directed against Austria. (#425 and #489). Solved in ma_retreat.c vers. 1.8. 2) Spurious judge/game crash (#522, reappearance of #303). Solved in ma_build_basic.c vers. 1.9. 3) Build/disband G/A in same province (#541). The judge did not like to receive an order that contained both a build and disbanded order for the same province. You had to send in two sets of orders: first the disband and then the build. (See Order oddities above.) This caused player consternation. Solved in ma_build.c vers. 1.16. 4) Concessions and duplex game support (#549). Solved in draw.c vers. 1.19. 5) Conquered home countries lost when only the cities were lost (#532). Conquered countries are only lost when all provinces and cities have been lost. This bug was introduced somewhere between version 1.0.0 (jan 2002) and 1.5.1. (aug 2003). Solved in ma_porder.c vers. 1.29. An overview of bug fixes can be found in "More News From The Italian Front" (http://www.diplom.org/Zine/S2004M/lidsell/MachVIII.html). ----- * AVALON HILL, MACHIAVELLI AND DIPLOMACY ARE TRADEMARKS OF HASBRO INC., ALL RIGHTS RESERVED. ----- REVISION HISTORY 1999: version 1. 11th December 1991. Author Ken Lowe??. 2000: version 1b. Avalon Hill changed to Hasbro Inc. Correction of erroneous unit limits, besieged garrison income and of assassination handling on the nJudge. Author Millis Miller. 2001: MAJOR REWRITE, version 2. Clarifications to most rules text rewritten. Author Bruce Duewer with help from Sergio Lidsell (editor), Rick Desper and Robert Rehbold. version v2b. Minor additions re. Basic and Adv. rules and some clarifications. Author Sergio Lidsell. 2002: versions 2c and 2c2. Additions to Introduction and clarification of loan repayment procedure in the borrowing phase and Correction of G elimination at assassination. Author Sergio Lidsell. 2003: versions 2.1, 2.1b, 2.2, 2.3 and 2.4. Summary sequence of play added. Retreat into rebelling cities and assassination rule 3 clarified. Builds and divided control of provinces clarified. Authors S. Lidsell and B. Duewer. Section on version differences moved here from rules.machiavelli2. Section on variant specific commands reviewed and Updated. Section clarifying conversions added. New rule re straits and support orders. New commands described. Added [no]garrisons flag and appendix 3 describing how to play in standard diplomacy style. Added appendix 4 describing how to treat multi-coastal provinces. Author. S. Lidsell. Coastal spec for conversions. Correction of typo re. income for besieged cities. Author Millis Miller. 2004: versions 2.4b, 2.4c, 2.4d and 2.5. 'Income quick ref chart' (app 5). Minor correction re coasts and disbands. Venice 5e corrected. Note about support into multi-coastal provinces added. Appendix 6 added. Appendix 4 corrected and clarified. Rebellion effects on support clarified (p6). Grouped the Mach-Dip diffs in the intro into diffs under basic rules and diffs under advanced rules. Clarified that units cannot trade places (movement rules) and how elite autonomous garrisons can appear. Author S. Lidsell. 2005: versions 2.5b, 2.6, 2.7, 2.7b. 2.7c, 2.7d and 2.8. Clarified PIO/MES rules. Siege info reworded for clarity. PIO/MES rules rewritten to handle paradoxes. Straits rules rephrased and corrected. Self-bribes explained. Example of ally/unally command added. Samples of bribe 'shorthands' and order oddities added. Contents listing added. Minor rephrasing of siege rules. Explanation of difference between'x' and 'l' province arguments. Clarified rebs and retreats. Added som missing order syntax. Clarified victory conditions. Clarified power elimination and Home Country control rules (NPCs and Variable Income). Author Sergio Lidsell. 2006: version v2.8b. Clarified and corrected victory rules. Auth. S. Lidsell. 2007: versions 2.8c, 2.8d, 2.8e, 2.8f and 2.9. Additional order example note. Assassinated powers can retreat. Convoy rule clarified. Elimination rules clarified in tech note. Disband tech note. Author Sergio Lidsell. 3.0 Clarification of country control and elimination rules. By S. Lidsell. 2009: version 3.1, 3.1a, 3.1b. Expanded comment on country control. Note about nJudge bugs. Bankruptcy does not affect loaning. Shared victory note. Restructuring of appendices. Optional rules. Author S. Lidsell. This document is free to distribute for non-commercial and non-profit purposes. All rights reserved.