And now for the rules:
Standard Diplomacy rules apply unless contradicted below.
Wrap-around world map
Arrows indicate those areas that are split and straddle both the east and west sides of the map. Units can be placed on either side of the map, so pay attention!
Multiple-coast territories, land bridges and canals work the same way as in the standard map.
Island territories are sea zones with pieces of land within them (ex. Diego Garcia, New Caledonia). These territories can be occupied by any unit. Fleets can occupy the zone and convoy through it. Note that these territories differ from actual islands (ex. Jamaica, Madagascar, Taiwan), which you cannot convoy through.
The North Pole and South Pole territories can be occupied. Fleets cannot remain in the territory during the autumn/winter season. If the fleet has not exited the pole by the end of the fall turn, it will be forced to retreat back to the space it entered from. If that space is occupied, the fleet is disbanded. Wings may remain in the territory through the winter season.
Some neutral supply centers may start with a “garrison” unit. This unit behaves as would an army in civil disorder in a standard game. It requires support to dislodge, it may receive support and if dislodged, it retreats off the board.
If you are unsure, ask the GM!
NWO uses chaos build procedures. Builds may be made on any owned and unoccupied center.
Default builds will be used in the event of a missed build. The default units are assumed to be armies except for the following powers who will default to fleets: Cuba, United Kingdom, Sri Lanka, Japan, Indonesia, Australia.
Players may change their default build to army, fleet or banked build at any time by notifying the GM.
Default builds will be made in the first available city by alphabetical order. In the case of fleet defaults, all available ports alphabetically, then armies in non-port centers should no ports be available.
Default retreats will be made in order to:
- 1) Owned SC
2) Neutral supply center
3) Foreign supply center
4) Closest space to any owned supply center
Any ties above will be decided alphabetically
Default disbands will be made in this order:
Unit furthest from any owned center.
If two or more units are equidistant from an owned center:
- 1) The unit closer to fewer votes, regardless of ownership
2) The unit closer to fewer centers, regardless of ownership
If still tied after #2, the units will be removed in alphabetical order.
End Game Procedures:
The game begins during the winter of 2010. The game ends with a three-power coalition winning a UN vote.
How to earn votes:
Each star on the map designates one vote. Stars also count as a supply center.
Gold stars: Capital cities are designated by a gold star.
This vote is passed only upon the elimination of that capital’s original player. For example, if Mexico has lost all of its centers except for one in Galapagos, the Mexican player still retains their vote. The power that controls Mexico City does not get an extra vote in the UN until after Mexico is eliminated from the game.
Red stars: Unowned/neutral at the beginning of the game. The power that controls the star during the winter phase controls the vote.
White stars: These stars have been nuked. They count as votes but do not count as a supply centre.
White stars will be partially coloured with either gold or red to indicate whether their vote transfers upon capturing. White-gold indicated a capital city whose vote does not yet transfer; white-red indicated a vote that transfers.
From Winter 2020 and onwards (9 full game years into the game), each power can nominate a coalition of three powers for victory.
Nominations are secret. The GM will post all coalitions nominated along with winter results.
Each power is assigned a “power classification” from “A” to “E”. This classification is based on initial size of the power.
Powers with a higher classification will need more votes to win.
Proposed coalitions will require a number of votes based on the combination of classifications in the coalition.
When a coalition receives the number of votes required, the game is over and that trio splits the win evenly.
Should more than one trio have enough votes to end the game the following tie breaker will be used:
- a) The Coalition that has won by the largest margin more than required.
b) The Coalition owning the most supply centers combined.
c) The Coalition holding the most UN votes between themselves,
d) The Coalition with the FEWEST nukes on the map plus nukes in production plus banked credits,
e) The Coalition nominated first,
Each player votes on all coalitions. Abstentions are not permitted, they are simply counted and posted as “no” votes.
Players can vote yes or no to any number of proposals. All of the player’s votes are allocated to all coalitions to which the player voted yes. Players cannot allocate partial amounts of votes to a coalition, it is all or nothing.
Votes are public and will be posted along with the spring results.
Failure to vote in Winter 2020 and 2021 will be considered a no vote to all coalitions. From Winter 2022 and onwards, failure to vote will be considered a yes vote to all coalitions.
Nukes are powerful, single-use units that destroy any supply center or unit in the target province or sea zone. A nuked star retains its vote value but loses its supply center status.
From the start of the game, only selected powers can build nukes. The powers are listed below, along with the starting range:
- USA = Unlimited range
Russia = Unlimited range
United Kingdom = 5 Spaces
France = 5 Spaces
China = 7 Spaces
North Korea = 3 Spaces
Israel = 3 Spaces
Pakistan = 3 Spaces
India = 3 spaces
Nuclear technology can be traded. A power that acquires nuclear technology through a trade starts with a range of 3.
Recipient nations can offer anything and sending nations can demand anything for the technology, provided it meets the rules of the game. While a power could offer a supply center uncontested, which is a legal move, they cannot ask the GM to switch control of the supply center, as this would not be a legal move. Other options include trading banked credits, offering military or diplomatic support or agreeing to vote for various coalitions.
When these secrets are traded to another, news that a nation received nuclear technology and the name of the donor will become public.
Trading nuclear technology occurs with the spring season.
Both the sending and receiving nations must order the trade to occur (you can’t trade nuclear secrets unless both people show up to the meeting!).
Each donor nation can only make one trade year.
Banked Credits, Building Nukes and Nuke Range:
Banked credits are earned by passing on a build.
Banked credits can be traded, spent to increase nuclear range, or later spent to fast-track a nuke build.
Trades of banked credits can only occur in the spring season.
Only the sending nation needs to indicate the trade in their orders.
Building a nuke can be done in two ways:
- 1 – Issuing a build nuke order for two consecutive winter seasons.
2 – Spending a previously-earned banked credit to fast-track a nuke build.
Powers increase nuclear range by spending a banked credit, either one that they created or one that they received in a trade. Powers can pass a build and immediately spend that credit on increasing range. Note: this is the only action which can be immediately done upon passing on a build.
Nuclear Unit Movement:
Nukes may be moved from the place where they are built.
Nukes may move or be convoyed just as an army would move.
Nukes have zero offensive power when moving and may not be supported (either moving or holding).
Nukes also have a defensive power of 0, and as they may not be supported, can be dislodged by any attacking force. Nukes may be convoyed. Movement orders are done the same as any other units.
Firing nukes at a target should be designated with one or more “!”.
Nuke strikes occur after Hidden Unit movements but before all other orders are adjudicated. See new rules below.
Any units struck by nuke attack are immediately removed before other orders are followed. Any orders made by such units are void.
A nuclear strike renders the target territory impassable for the duration of the season.
Wings, or airplane units, are built, moved and destroyed in the same manner as armies and fleets, with the following exceptions:
Wings may fly over land, water, the north and south poles, and over impassable areas such as the Himalayas and the Caspian Sea.
Wings may attack and support attacks but they may not take “control” of a supply center.
Should a wing unit occupy an enemy supply centre during a fall season, that SC is under “bombardment”. While ownership does not pass, the controlling power loses unit support a center provides until the wing unit leaves. UN voting rights are not affected by the bombardment, only support to other units is temporarily lost.
Wings may airlift armies or nukes. This is similar to a fleet’s convoy order.
Wings and fleets may combine airlifts and convoys, just as you could combine multiple fleets into a single convoy.
When writing your orders, please include the following information in the headline:
- 1) Game Name or Abbreviation (ie GotWD)
2) Your country
4) Version number if applicable
GotWD China Spring 2010
GotWD China Spring 2010 v2 (for second set of orders)
By following this procedure, your orders are far more likely to be seen by the GM. If you simply reply to an email sent by the GM, it may get lost in a slew of other emails. As GM, I will attempt to reply to all orders with a “Received” message. I cannot guarantee that this will happen with each and every set of orders, but if you do not receive such an email, I encourage you to resend your orders with a new headline.
The deadline for movement phases (Spring and Fall) will be on Tuesdays at noon eastern time. Currently, the eastern time zone is UTC-5.
The deadline for any retreats phase will be on Wednesdays at noon eastern time.
The deadline for any adjustments phase will be on Thursdays at noon eastern time regardless of whether there was a retreats phase.
Deadline times for retreats and adjustments may be flexed if there are any major delays in the adjudication of the movement phase or if corrections are needed.
Adjudication Error Correction Rules:
Each player has until the next adjudication or 48 hours, whichever comes first, to point out any errors on the map or country charts. Any errors not pointed out in that time frame become permanent.