Orders are to be emailed to the GM hosting the
game.
Players are required to include their Power
and Game Name in the subject heading of all messages which
contain orders addressed to the GM. Any orders which aren't clearly
labeled in this manner and are discarded or overlooked by the GM
before or during adjudication are considered the fault of the
submitting player and do not have to be accepted. It is not the
responsibility of the GM to check the validity of a player's moves
before adjudication. The burden of drafting orders in the correct
format is the responsibility of the player.
In order to avoid an accidental NMR, players are
encouraged to submit preliminary orders immediately following the
results of any adjudication. Players may submit as many or as few
sets of orders as they choose, with the knowledge that only the last
orders received by the GM will be used for adjudication.
Only the last orders received by the GM will be
used for adjudication. However, if a player labels any order
submission as "final" - in either the subject heading or
in the message - the player grants the GM the authority to
adjudicate early if all other relevant orders have been submitted
and are marked "final".
It is the player's responsibility to submit a
complete set of orders each time orders are tendered to the GM.
If a player doesn't include their orders, their
nation will be shown as 1. NMR (No Moves Received) and all units
"Hold". If they then don't submit them in the next
deadline, their status will be classed as 2. NMR and the
player is out of the game. All units are "Hold" for
all time.
Players who are unable to personally submit orders
for any given turn(s) may opt to have their orders submitted for
them in their absence by a friend or family member NOT otherwise
involved in the game.
INTRODUCTION (EINLEITUNG)
The game takes place many years in the future,
20 years after WWIII finally ended in a near apocalyptic world.
The world’s powers of the past are not what they used to be.
Many are fractured while other “lesser” Powers were left
relatively unscathed during the war and are now much more powerful
than ever before. Even the tiny islands of Oceania and elsewhere
are of much more import. The war saw many fleets left behind in
their strategic island bases. Many expatriates sought to “hide
out” in these archipelagoes as well as those servicemen who
deserted their posts. Large parts of Africa and South America were
left relatively untouched by the wars scars and are also more
important than they were in those prewar days. The world is
finally recovering from the vast destruction of this past war.
Economies are starting to grow, military muscles are being
re-flexed after lying dormant for so long. Each New World power
seeks to exert their newfound might upon the rest of the world,
trying to become the world’s next big superpower. Tensions are
growing, skirmishes are occurring more often, peace is tenuous at
best, the world is on the brink of… World Conflicts 1 (WK1)
You will assume the leadership of one of this
Worlds 35 new emerging military powers. It is your job, no, it is
your DESTINY to take your new nation and lead them into the future.
You will make your new nation the most dominant power in the world,
uniting the world under your leadership and bring peace and
prosperity to the world’s population once more.
Except for the obvious map changes, standard
Diplomacy rules will be followed. The only exceptions are as
described in the following sections.
Free Supply
Centers in Winter 2100: 139
Victory Condition - Siegbedingung - Condition de victoire
35 SC's or most Supply Centers
after 18 Nations lost all SC's.
35 VZs oder die meisten Versorgungszentren (VZ) nach der Niederlage von 18 Nationen
35 Centres d'approvisionnement ou la plupart après la défaite de
18 nations
Achtung! Attention!
This Game ended in Winter 2118.
Important !
| Order-Syntax (Befehle/Ordre) |
| F Edi-NWG |
F = Fleet, Flotte |
| A Mun-Ruh |
A = Army, Armee |
| F NWG C A Edi-Nwy and
A Edi-Nwy |
C = Convoy, Konvoi |
| F NWG C A Edi-Nwy and
A Edi-Nwy and optional F
ENS S A Edi-Nwy |
S = Support (here: the
Convoy) |
| A Ham S A Mun-Ruh |
S = Support (here: move
Mun-Ruh) |
| A Ham S A Mun H |
S = Support (here to hold
A Mun |
Builds
Builds may be made on any starting home center
OR in any supply center that has been owned (captured in Fall 2101,
build is possible in Fall 2102).
Units may be built on any vacant supply center that you have held for a
fall. (i.e. all SCs controlled by players are considered their "home supply
centers" for the purpose of building units.)
>>>>
You can build armies in or send armies
to this islands: MDW, HI, TAH, PIT, SAM, FLK, STH,
REU, DIE, CPV, JAM, TRD, ARU, BMD, GLP, SIC, GRE, OKI, SAI, GUA,
SNG, NAU, etc.
Build-Syntax: + A Edi for build Army in
Edinburgh or F Edi for Build Fleet in Edinburgh
Disbands
Disbands = lost unit in the Spring/Fall-Adjucation
Disbands = Remove-Order - You order a unit after Fall (with
Retreat)-Adjucation (Autumn).
If a power in civil disorder is required to remove a unit
or units in an adjustment phase, the unit most distant from the
nearest Home Supply Center will be removed first.
Adjucation errors
Players discovering errors in adjudication should bring
them to the attention of the GM as soon as possible, and the GM
shall correct any errors.
