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Board Game Diplomacy at the Roulette Wheel - Winter 1902

Dead by Daylight

stop the dams
is a Contributor to Smogon
Screenshot 2024-12-18 205010.png

[map will be kept up-to-date every cycle]

Cycles Thus Far
Spring 1901 - Rogue Agents
Fall 1901 - Rogue Agents ends.
Winter 1901
Spring 1902 - Fog of War
Fall 1902 - Fog of War ends.
Winter 1902

  • We Blew Up the Alps: Switzerland is passable for 5 cycles.
  • The French Experience: A Revolution occurs in a random country.
    • A non-affiliated, hostile army spawns in said country's capital, if it is unoccupied.
      • If the capital is occupied, the army occupying it is destroyed.
    • The supply center will be inaccessible for the time being.
    • The unit must die to access the supply center - however, it will be destroyed for 1 cycle.
  • Global Recession: All countries must disband 2 units of their choice for 1.5 years.
  • Nuclear Proliferation: The two countries with the most supply centers get the chance to develop an atomic bomb.
    • It costs 2 troops; they will be immobilized for 2 cycles.
    • The atomic bomb removes all troops in a 1-tile radius from the area the bomb is detonated, and destroys any SCs for 1.5 years.
    • At the end of these 1.5 years, the countries in question hit by the nuke get their supply centers returned to their possession.
    • Forcing one unit developing the bomb to retreat will delay the bomb being built by a cycle.
    • Immobilized means these troops cannot support or otherwise order anything - they are forced to hold.
  • Russian Winter: All enemy units in Russian territory freeze to death (are forcibly disbanded), while Russian units dig in (if in Russia) and cannot move for a cycle.
    • Russian territory are the base supply centers (Stp, Mos, Sev, and War).
  • Rogue Agents: Every player gets to control 1 randomly-selected unit for 1 cycle.
  • How The Tables Turn: A player that has to disband n number of units can now choose n number of units to disband from other powers.
  • Blackout: No press, public or private, for 1 year.
  • Diplo a Trois: All communications, new or ongoing, must now include a third party for 1 year.
  • Fog of War: Any support orders will instead trigger a faceoff between the two units, including if the two units are from the same country. Active for 1 cycle.
  • Human Flight: Any army can now convoy itself over one space of water (but it cannot land on water) for this cycle. The army can be convoyed over any body of water, including occupied ones.
  • Strength in Support: This cycle, no support orders can be cut.
  • The Host's Specialty: You are randomly assigned to be either a liar or a truth-teller. You may not reveal which one you are, but you must:
    • Liars: submit the opposite of everything discussed
    • Truth-tellers: submit exactly what was discussed
    • This lasts 1 year.
  • Citizen Resistance: Nobody can acquire new supply centers for 1 year - sending any army into a neutral supply center will lead to the army's destruction.
  • Double or Nothing: When rolled, two effects will be implemented this year rather than just one.

After a spin of the Wheel, the modifier for this year is...
Rogue Agents: Every player gets to control 1 randomly-selected unit for 1 cycle. Each country has 1 rogue agent in their home centers.

Some notes from the GM:

  • Please follow all Smogon and Circus Maximus forum rules.
  • The game will use the Classic Diplomacy map made for seven players.
  • Powers should submit orders to me privately on Smogon or Discord before each specified deadline. If you fail to do this, it will be treated as an NMR (No Moves Received) and all of your units will hold in place.
  • Spring and Fall order phases will last for 48 hours each after the previous results have been posted in the game thread. Retreat and build phases will last for 24 hours each. Deadlines will not be extended significantly to accommodate late order submissions, but the game may be paused or extended for a certain period if a majority of players vote for it.
  • I will be using Backstabbr to process orders and adjudicate the game, with screenshots of the board being posted in the game thread each turn.
  • If you submit orders that are invalid/impossible somehow (for example, if you ordered an army from Munich to Greece for some reason), they will be ignored, marked as invalid, and the relevant unit will hold in place.
  • If a power NMRs in the first two turns of the game or twice throughout the game, they will be subbed out. No exceptions.
  • Once a Power has been eliminated from the game (defined by their supply center count reaching zero), they will no longer be able to negotiate.

Players + Powers
Do welcome:
StupidFlandrs48, Archduke of Austria-Hungary
ImaginaryNeon, Prime Minister of England
DashCon Ball Pit + apricity, Presidents of France
M2H + Alice Kazumi, Chancellors of Germany
CrreamyKitty, King of Italy
sunny004 + LonelyNess, Tsars of Russia
The Worst Couple + bluedoom, Sultans of Turkey
GMed by me, President of Switzerland.

It's now Spring 1901. Powers, please submit your orders to me in 48 hours, before 7 PM GMT-5 (Eastern Standard Time).
 

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Please dear god if you have control over a Russian unit this turn PLEASE for the love of god contact me / sunny. We would love to negotiate with you so you don’t potentially lose us the game in year 1
 
Small announcement: I've retconned a few modifiers due to using "cycle" in place of "year", my sincerest apologies for that.


Global Recession: All countries must disband 2 units of their choice for 1.5 years.
Nuclear Proliferation: The two countries with the most supply centers get the chance to develop an atomic bomb.
  • It costs 2 troops; they will be immobilized for 2 cycles.
  • The atomic bomb removes all troops in a 1-tile radius from the area the bomb is detonated and destroys any SCs for 1.5 years.
 
Yo I'd like the player controlling the turkish agent to contact lechen/I, we would really like to be not fucked over in 01. Alternatively, whoever is controlling the Italian agent, would be great if you could contact us. I think we could have an enticing offer.
 
Fall 1901.
Screenshot 2024-12-18 203515.png

A Bud - Ser
F Tri - Alb
A Vie S Tri - Ven [ROGUED, was initially A Vie H] [Fails; invalid order]
F Edi - NWG [ROGUED, was initially the same order]
F Lon - NTH
A Lvp - Yor
F Bre - ENG
A Mar - Bur [ROGUED, was initially the same order]
A Par - Gas
A Ber - Kie [ROGUED, was initially A Ber H (no order specified)]
F Kie - Den
A Mun - Ruh
F Nap - ION
A Rom - Apu
A Ven H [ROGUED, was initially the same order]
A Mos - Stp
F Sev - BLA [ROGUED, was initially the same order]
F Stp/sc - BOT
A War - Gal
F Ank - Con [Fails due to bounce]
A Con H [ROGUED, was initially A Con --> Bul]
A Smy H

It's lights out and away we go for everyone...except Turkey! The Sultans stumble at the starting block, after the luck of the draw fails them and A Con gets forced to hold. Meanwhile in the first cycle, we've already got a ton of action: France invades the English Channel, Germany decides a fight in the West is the best choice for them, Russia quickly seeks to take advantage of Turkey's struggles and Austria's audacity in going for a takeover of the Balkans, and the host is already late.

The Rogue Agents modifier is now over.

GM's Notes
England moved F Lon-NTH, which I missed in my resolutions.

It's now Fall 1901. Get your orders in by 7 PM EST on Friday, December 20th (46 hours from now). Do inform me of any errors in resolving.
 
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Fall 1901 [Retreats]
Screenshot 2024-12-20 231312.png

F Alb - Gre SUCCEEDS
A Ser - Rum FAILS (Attack strength is not greater than the prevent strength)
A Vie - Gal FAILS (Attack strength is not greater than the defend strength)
F NTH S Yor - Lon FAILS (Disrupted)Select a retreat optionDISBANDEdiHELSKAYor
F NWG - Nwy FAILS (Attack strength is not greater than the prevent strength)
A Yor - Lon SUCCEEDS
A Bur - Bel SUCCEEDS
F ENG S Den - NTH SUCCEEDS
A Gas - Spa SUCCEEDS
F Den - NTH SUCCEEDS
A Kie - Den SUCCEEDS
A Ruh - Hol SUCCEEDS
A Apu - Tun SUCCEEDS
F ION C Apu - Tun SUCCEEDS
A Ven H SUCCEEDS
F BLA S Con - Bul SUCCEEDS
F BOT - Swe SUCCEEDS
A Gal - Rum FAILS (Attack strength is not greater than the prevent strength)
A Stp - Nwy FAILS (Attack strength is not greater than the prevent strength)
F Ank - Con SUCCEEDS
A Con - Bul SUCCEEDS
A Smy - Ank SUCCEEDS

Come one, come all to see our first retreat of the day! England faces havoc with German and French forces in both key waterways, while Russia seeks to expand its control. Turkey's finally gotten off the starting three squares - always nice to see as well. We need our first retreat: once England (ImaginaryNeon) submits their retreat, it's off to the wintertime.

Units Needing To Retreat
F NTH [can go to Edi, HEL, SKA, Yor, or disband]
 
Winter 1901.
Screenshot 2024-12-20 232513.png

F NTH retreats to Edi.

The first builds of the game are coming in this season! How exciting - it is truly going to be more warfare across the board, it seems.

Austria [+2 builds] - gained Greece and Serbia
France [+2 builds] - gained Belgium and Spain
Germany [+2 builds] - gained Denmark and Holland
Turkey [+1 build] - gained Bulgaria
Russia [+1 build] - gained Sweden
Italy [+1 build] - gained Tunis
England [no changes]

Get your builds in before 7 PM GMT-5 tomorrow (December 21st), please. A reminder that I will only be checking Smogon for orders come 1902.
 
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Spring 1902.
Screenshot 2024-12-21 190710.png

France: + F Mar, A Par
Germany: + F Kie, A Mun
Austria: + A Bud, A Tri
Russia: + A Sev
Italy: + F Nap
Turkey: + F Smy

It's looking to ramp up this year, as every nation bar England gears up for a war! Austria and Russia prepare for what appears to be a confrontation on the western front, while France and Germany seemingly build to fight for naval supremacy near English waters. Meanwhile, Italy and Turkey look like they want to duel for control over the Southern waterways. All in all, an exciting year ahead, made even more chaotic by the next modifier:
  • Fog of War: Any support orders will instead trigger a faceoff between the two units, including if the two units are from the same country. Active for 1 cycle.

Orders should be submitted to me [on Smogon only] by Monday, December 23rd at 7 PM GMT-5.
 
Fall 1902.
Screenshot 2024-12-23 201348.png


Nothing really happened. Germany got into the Heligoland Blight, I guess? And Russia mirrored real life by invading Ukraine? Not much else to say outside of that though.

Submit orders by Wednesday, December 25th - that is Christmas, so I can extend this DL by an extra day if there are any complications due to that.
 
Nuclear Proliferation: The two countries with the most supply centers get the chance to develop an atomic bomb.
  • It costs 2 troops; they will be immobilized for 2 cycles.
  • The atomic bomb removes all troops in a 1-tile radius from the area the bomb is detonated, and destroys any SCs for 1.5 years.
When does the bomb go off — at the start or at the end of the 2 cycle period

What does “immobilize” mean — they are forced to H or they can support, can they retreat, etc

After 1.5 years, do the SCs return to the control of the original player
 
When does the bomb go off — at the start or at the end of the 2 cycle period

What does “immobilize” mean — they are forced to H or they can support, can they retreat, etc

After 1.5 years, do the SCs return to the control of the original player
the bomb goes off at the end of the two cycles. the two troops will be forced to hold in place and cannot do anything (no support, no convoys, nothing). if they are attacked they get disrupted and no progress is made towards the bomb that cycle. yes, they do return to the control of the original player.
 
). if they are attacked they get disrupted and no progress is made towards the bomb that cycle.
That’s interesting and not part of the original text.

So if no progress is made, what happens — can I choose different units until one doesn’t get attacked, am I forced to continue development, can development run over the 2 cycles, etc
 
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