Greetings from the Diplomacy* Adjudicator!! May 13, 2005 Rules.machiavelli2 version 1.3c YOU MUST ALSO READ RULES.MACHIAVELLI INTRODUCTION This text highlights the differences between the original Machiavelli release (1978 by Battleline and 1980 and 1983 by Avalon Hill) and the 2:nd edition release (Avalon Hill 1995). For detailed information about all the rules see "rules.machiavelli". "Rules.machiavelli" take precedence in judge play. Differences between 1995 edition and older: 1) The rules concerning control. 2) You can *always* retreat into cities. 3) You need *not* lift a siege to move off. 4) Coastal convoys not allowed by default. 5) Restrictions on special units. 6) Adjacency rules for bribes differ somewhat. 7) The map (fewer provinces and sea areas; no fortresses). 8) Venice rules. 9) Winning conditions 'Tech note'. Mach2 also has two optional rules that are *not implemented* on the judge these are: 1) Excommunication 2) Strategic movement For information about this see appendix 1 at the end. WINNING **IMPORTANT DIFFERENCE** In Machiavelli2 *only the number of controlled cities* are counted. There is *no* requirement to control another home country. CONTROL OF PROVINCES, CITIES AND HOME COUNTRIES **IMPORTANT DIFFERENCE** You gain control as per standard Diplomacy. That is: you must have one of your units in the province (or city) at the end of the fall turn. (If one player controls the city and another the province nobody has control.) This also means that conditions for winning or elimination are not checked for until after the end of fall. Home country conquest are done as in Classic Machiavelli (see rules.machiavelli); i.e. cities can be used for builds. 'Tech note'. The original rules define control changes to occur at the start of the spring turn. 'Tech note 2'. Conquest of and use of home countries is actually an optional rule in Mach2. MOVEMENT (retreats, sieges, and convoys) **IMPORTANT DIFFERENCES** A unit can always retreat into a city, even if it can retreat into another province. A unit need not issue a lift siege order to be able to move away from an ongoing siege. Conversions are treated as attacks. Besieging units of lesser strength cannot block conversions. Besieged units may convert: thus their *conversion* can be successfully supported against the besieging unit. Only a fleet *already present* in Messina can block moves, support and transport (convoys). The fleet will *not* be able to block if it is converting to or from garrison. The default setting for coastal convoys is: *not allowed*, which is contrary to the earlier editions. As this is a game flag you may change it. 'Tech note'. Rebellion units can support *any number of powers* entering a province in rebellion (except the power they rebel against). But the current judge implementation use the Classic Mach rules. SPECIAL UNITS **IMPORTANT DIFFERENCE** Any country cannot buy any special unit. Austria, Turkey and Venice may own Elite Professionals. Florence, Milan, Papacy and Venice may own Citizen’s Militia. Every country *except Turkey* may own Elite Mercenaries. 'Tech note'. There is a problem with this as it only states that units may not be built. There is no mention whatsoever if they may be maintained or bribed. The judge is coded on the supposition that a country not allowed to build a certain unit, may always bribe and maintain it. See appendix 3 for the settings in the map file. BRIBES AND ADJACENCY Bribes may be directed into any province adjacent to a province that you *control* or have a unit in. Notice that this is not implemented, and that the procedure in rules.machiavelli is followed. IMPORTANT MAP CHANGES 1) Armies *and* fleets may move between Sardinia and Corsica. 2) Armies *and* fleets may move between Messina and Otranto. 3) Venice **IMPORTANT DIFFERENCE** There is no Lagoon. Venice is a *sea area with a city*. VENICE SEA AREA (VSA) EFFECTS ON UNITS 1) No armies may be built, exist or enter in the VSA. 2) Only fleets may be built in the VSA. 3) Fleets in the VSA may enter the city by converting to garrison. Garrisons in Venice may enter the VSA by converting to fleets. 4) Fleets in the VSA may retreat to the adjacent areas. 5) Fleets in the VSA may support into the adjacent areas. VENICE SEA AREA EFFECTS ON INCOME AND CONTROL 1) The player controlling Venice will gain 3 ducats, as there is only a city and no land province. 2) If a fleet is present in the sea area it will get 1 ducat in income as per the normal sea income rules. 3) If Venice is ungarrisoned control passes to the player entering the sea area. VARIOUS 1) Rebellions The rules on rebellions follow the judge rulings in rules.machiavelli. 2) Assassinations The rules on assassinations follow the judge rulings in rules.machiavelli. 3) Support Support is cut as explained in rules.machiavelli. 'Tech note'. The rules errata state that multistrength units have their support broken on a point by point basis. I.e. only one strength point is cut by a one strength point unit thus leaving the 2nd strength point intact for support. This is *not* implemented by the judge. 4) Scenarios No 'Expansion of States 1385-1425' scenario. Fixed amounts of starting money. Minor differences in setup due to the differing maps. 5) Bribes **IMPORTANT DIFFERENCE** Two equal bribes directed at the same unit should, according to the Mach2 rules, be resolved by a toss of a die. The nJudge ignores this and uses the Mach1 rule that states that both bribes are wasted. APPENDIX 1 -- FEATURES THAT ARE *NOT* IMPLEMENTED 1) Excommunication The Papacy may 'excommunicate' *one* player of his choice before the diplomacy phase begins. That player may not talk with any other player until the diplomacy phase ends. If all other players vote to ignore any excommunications it is the Pope who cannot talk with any other player until the diplomacy phase ends. 'Tech note'. The Turk is not excommunicated. Against him the Pope 'sends a crusade'. 2) Strategic movement Any player may every turn, after movement is resolved, move up to two of his army and/or fleet units through an unlimited number of *consecutive unoccupied friendly controlled provinces*. Armies may also be convoyed (exception to the unoccupied rule). Fleets may move along coasts and *through unoccupied seas bordering controlled provinces*. The player must end his move in a province that he controls. Players may allow each other to use their provinces !! (Use the alliance command.) Garrisons may obviously not use 'strategic movement'. Units involved in a siege may not use 'strategic movement'. Players move beginning with the player owning most cities and end with the player owning the fewest. If tied a 1d6 is rolled. APPENDIX 2 -- HOW TO DEFINE UNIT LIMITS Add the below at the end of the map file. Note that you must know of the *power letter used on the judge* and that you must add an entry for *every* country. The control letters correspond to: x=allowed, .=not allowed, b=only built, r=only bribed. The qualifiers are in the following order: ordinary units, citizen's militia, elite mercenary and elite professionals. The columns are in this order army, fleet and garrison. Example: Limits for unit types: A xxxx x.br xx.x #end of limit ----- * AVALON HILL, MACHIAVELLI AND DIPLOMACY ARE TRADEMARKS OF HASBRO INC., ALL RIGHTS RESERVED. ----- REVISION HISTORY v1 12th December 2001. Author Sergio Lidsell. v1.1 11th October 2002. Venice rules corrected. Auth S Lidsell. v1.1a 16th January 2003. Note re. home country conq. Auth S Lidsell. v1.1b 22nd February 2003. Clarified rules for bribes and adj. Notes on differences between pre-mach2 editions moved to rules.machiavelli. Author Sergio Lidsell. v1.2 20th July 2003. Note on conversion of besieged units and straits. Author Sergio Lidsell. v1.2b 25th August 2004. Removed incorrect disband note. Auth S Lidsell. v1.3 17th October 2004. Venice sea area effects, winning conditions, handling of home country conquest, besieged conversion and assassination rules clarified. Author Sergio Lidsell. v1.3b 27th March 2005. Bribe handling note added. Author Sergio Lidsell. v1.3c 13th May 2005. Rebellion support note added. Author S. Lidsell.