By Mike Elliott
A set of rules for conducting diplomacy between a number of countries as a background to wargame campaigns. Initial set up After deciding how many countries are involved, draw a triangular matrix as shown. (This example is for six countries, A-F).
Note that the diagonal A,B to F,F is not used. Each entry indicates an inter-state relationship. e.g. the one marked 'X' indicates the relationship between country B and country D. For each entry, throw one average dice and enter the score in the box. These values indicate the initial status of each relationship. Relationships The table lists the possible values of relationships and their meaning:
1 : Good allies, mostly assist each other. 2 : Fair allies, probably assist but perhaps likely to reconsider. 3 : Neutral 4 : Neutral 5 : Unfriendly 6 : Provocative, both parties looking for an excuse to fight 7 : WAR Mechanics For ancients this process is conducted each game year but for later periods might be more frequent to represent the increase in speed of communication. Draw one playing card for each relationship from a well-shuffled pack:
Heart Subtract 1 from the relationship level Club/Diamond No change Note. Levels cannot be less than 0 or greater than 7. Records In order to make it easier to record the changing levels, it is best to 'straighten out' the matrix as shown in the diagram with one line for each relationship and a column for each game year.
It is also a good idea to prepare a precise sheet for each country listing the levels relevant to that country over, say, a five-move period and writing a verbal summary of significant diplomatic changes in the period for that country. War When the relationship level between any two (or more) countries rises to 7 then a war will occur. The involvement of other countries should be determined as described below and the ensuing conflict fought as a normal campaign. Allies In order to determine the involvement of other countries in a war. The relationships between them and the countries at war should be examined. For example, if countries A and B are at war for country C examine the relationships A , C and B - C. Each relationship will fall in one of three bands:
3-4 Neutral 5 - 7 Hostile (K) Now compare the two relationships:
F H F N : Country is allied to one and neutral or hostile to the other. Will fight with ally. Appropriate level raised to 7. N N H N H H : Country is either neutral or hostile towards both parties. Will totally ignore the conflict. Terminating Wars At the end of each campaigning season draw a card for each belligerent (an alliance counts as one belligerent). Take the basic level of 7, add the number of victories, subtract the number of defeats and modify by the value of the card. (Spade +1, Heart -1) as before. The result may not be more than 7 or less than 0 in each case. If any value is now less than 7, then that belligerent will sue for peace. All relationship levels involved will be reduced to the new value. E.g. countries A,B and C are allied against country D. During the season, the alliance achieves 3 victories and is defeated once. Conversely D is defeated 3 times and wins on one occasion:
D’s result is less than 7 so it will sue for peace. It’s relationship levels with each member of the alliance (A-D, B-D, C-D) will be reduced to 6, thus ending the war. (But it won’t take much to start it again!) If all the results remain at 7 then the war will continue the next season, after recruiting and reorganisation during the winter. Solo Campaign Rules: Surprise and Programmed Responses Back to Table of Contents -- Lone Warrior #137 Back to Lone Warrior List of Issues Back to MagWeb Magazine List © Copyright 2002 by Solo Wargamers Association. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |