u/Zerroze

Mistborn Diplomacy variant
▲ 16 r/diplomacy+1 crossposts

Mistborn Diplomacy variant

Hey guys! I've made a variant for Diplomacy board game about Mistborn (specificaly end of the first book and the second) for for Diplostrats' variant contest. Unfortunately, it doesn't quite fit the Mistborne lore, but rather follows the vibes after the end of the second book, because I couldn't fit it all into the Diplomacy rules (Luthadel, as in the original, was TOO difficult to defend, which doesn't work for the game). And no, for balance reasons, Inquisitors don't kill everyone and everything. I also had to come up with a mountain unit, and I couldn't find anything better than Kandra, although I admit that's stretching the truth. If you're still interested, factions and rules await you. Hope you enjoy it!

Power names: Luthadel (light grey), Lekal (dark cyan), Fadrex (ocher), Steel Inquisitors (greyish brown), Urteau (red), Terris (green) Extra rules:

  • Fleets are replaced with Kandra (triangle). Kandra work exactly the same as fleets in regular diplomacy, but they use mountains (dark grey) and provinces around them instead of seas and coasts. Kandra can't use rivers.
  • Rivers are captured in the same way as supply centers.
  • If a unit starts moving in a province with a river, it can move 2 steps along a continuous river, but its first move must be to a controlled river province. (counts as moving or attacking directly to the final destination, even if the intermediate province is attacked during the turn)
  • The Koloss unit (pentagon), costs 2 supply centers. Supports itself when attacking, but dies when retreating.

There are 29 supply centers. To win, you have to control 15 of them.

u/Zerroze — 2 days ago
▲ 184 r/diplomacy+1 crossposts

Disco Elysium Diplomacy variant

Me and my friend made a variant for Diplomacy board game for Diplostrats' contest about the world of Disco Elysium (original map by u/AlisterSinclair2002 as credited in the image)

Here are the powers and the extra rules, if you are interested:
Power names (on each isola):
Mundy: Oranje (orange), Vesper (teal), Kedra (greyish green), Mesque (pink)
Graad: Graad (beige), Yugograad (light purple)
Katla: Vaasa (blue)
Iilmaraa: Sahrava (brown)
Seol: Seol (purple)
Insulinde: Revachol (dark green)
Samara: Samara (dark red), Seraise (pear)
Extra rules: New unit - Airship (star), 2 sc. Airships can move to both seas and land provinces. Airships count seas connected with Pale Routes as adjacent (other units can't move through the Pale). While moving to a sea using such Route, they support themselves. An Airship may carry 1 unit (either one Army or one Fleet). The carried unit moves together with the Airship. Boarding the Airship is carried out in the same way as convoying with a regular fleet (Airship's order must be embark), but the target province is considered to be the province of the Airship. The carried units do not count while attacking and defending (and are destroyed if the Airship is destroyed). Units can disembark from the Airship to adjacent provinces (Airship's order must be disembark). The Airship supports disembarking units. It can't support units in other cases.
Coring (Imperial-like). You can order a unit to make sc in its province into a home sc (in which you can build units). If a cored sc is captured by an enemy, it becomes uncored (the exception being your starting SCs). The seas in which the SC is located (on the map where the circle is located directly in the water) are considered coasts, meaning that an army or navy can be stationed in them.
To win, you have to control 34 out of 66 supply centers.

u/Zerroze — 3 days ago