Olorin (1087)

This is the home page for a Cat-23 Diplomacy game number 1087, called "Olorin". It is a modified game of Necromancer, a Diplomacy variant based on the works of J.R.R. Tolkien.


Next Deadline

3050 TA Moves (Fall 10): 11 March 2004, 23:59 GMT


Powers

PowerPlayerCentresUnitsVPs
Dwarves Yoav Haberman121112
Easterlings Visa Lähdekorpi141514
Elves E. Galadriel Vandergeld103
Gondor Geoff Speare444
Harad Mikko Tahkanen434
Rohan Nathan Allen656
Saruman Mikko Saari88+18
Sauron George Glass11100

Results


Multiple Units: GM Ruling

In a chain of moves (for example, A One - Two, A Another - Two, A Two - Three) if the destination number is the same as the number of units moving there (ie, A One - 2A Two, A Another - 2A Two), then the units fail to merge if the unit in the destination province fails to move (ie, A Two - Three bounces, then the other two fail). However, if the total includes the destination province units (ie, A One - 3A Two, A Another - 3A Two), the units will successfully merge, whether or not the destination unit successfully moves, and despite the unit not showing the total, since there is no way to show this order otherwise.

Multiple Units' Support: GM Ruling

The rules for Necromancer say (IV.B.ix), "If an MU is attacked when some of its Components are Supporting, the Strength of each different Support is reduced by the Strength of the strongest cutting attack, to a minimum of 0." Two clarifications (by GM Fiat): 1. This is after grouping all identical supports into one support order. (Clarification needed because the rules also state that each individual unit can successfully be ordered to support, even if the order is identical to another unit's.) 2. If the source of the attack is the destination of a supported attack (ie, 2A One S A Two - Three; A Three - One) then the supports are not reduced. (This is as per rules of Diplomacy.) 3. If the source of the attack is the target of an attack of equal or greater force by some units of the same Multiple Unit, then no supports are affected. (... since the cutting unit in question wouldn't reach the province in order to cut said supports.)

Sauron's Special Units & Auxiliaries: GM Ruling

Rule III.A.iii. says, "Additionally, all Units except Personality Units may build ('Raise') Auxiliaries, which are treated as extensions of that Unit."
Rule III.D says, "An Auxiliary is a special 'unit' that is attached to a standard Unit, and gives it some form of special ability."
Rule VII.H.2.iii. says, "Spiders and Dragons are Special Units, referred to with the abbreviations "S" and "D" respectively. They differ from normal Armies in two ways: they are not counted during Adjustment phases when determining Sauron's Builds/Disbands; and only one of each Unit can exist during each game, created by Activation as described below."

Conflict being that at one point, the rules state that Auxiliaries are attached to "a standard unit." However, the rules also say that D & S, while they are "special units," are different from standard units in two ways which do not include inability to build auxiliaries. And they also say that only personality units are limited in this ability (ie, Nazgul and Wizard).

Therefor, the Dragon and Spider units will be allowed to build and keep Auxiliary units.


Rule Modifications

The standard rules of the Necromancer variant are here, (without frames, here). In order to test for a more balanced game, the following rules have been added/altered.
  1. Far East Space (added to V. Map Rules & VII.B. Power Rules, Easterlings)
    1. A new space, Far East (FEa) borders the eastern edge of the map, connected to North Rhun (NRu), Rhun (Rhu), Far Rhun (FRh), Ered Lithui (ELi), Ephel Duath (EDu), and Khand (Kha).
    2. More than one unit may exist in Far East at any time.
    3. No unit may move or support to Far East.
    4. No unit in Far East may support another move or hold.
    5. A unit moving from Far East may hold, raise a Seige Engine, or move to any connecting space.
    6. After every Adjustment but before the next Move, including before the first turn, an Easterling unit is created in Far East.
    7. At Adjustments, if the Easterlings do not have enough centers to support their current units, they still must disband.
    8. The Easterlings may choose to build any/all units -- including their starting units -- in the Far East, instead of in any empty & owned center.
    9. The Easterlings are only eliminated from the game if they have no owned centers, and their next Far East unit is still in Far East at the following adjustment phase.
    10. The Easterlings do not get a Victory Point for the Far East space; it is not a Supply Center.

  2. Dwarves (added to VII.A. Power Rules, Dwarves)
    1. The Dwarves gain 2 bonus Victory Points (in addition to the SC point) for possession of Moria/Khazad-Dum.
    2. The Dwarves do not gain Victory Points for any other bonus Victory Points.
    3. The Dwarves may not move their Eriador unit to Minhiriath (Min), Glanduin (Gld), or Hollin (Hol) in the first turn. This restriction is lifted after the first turn.

  3. Elves (added to VII.C. Power Rules, Elves)
      The Elves may not move their Eriador unit to Forochel (Fch) or Angmar (Ang) in the first turn. This restriction is lifted after the first turn.

  4. Minas Morgul (added to VIII.A. Optional Rules, Alignment)
      Minas Morgul (MMo) is Evil alignment.

  5. Sauron's Minions (added to VII.H.3. Power Rules, Sauron, Elimination)
      Any minions of Sauron, after the elimination of Sauron in 3020, may be destroyed by an attack of equal power accompanied by a Seige Engine, or an attack of greater power.

  6. Passage of the Dead (added to V. Map Rules)
    1. Any Good unit (Rohan, Gondor, Elves, or Dwarves) may move from Dunharrow to Lamedon (but not the other way) at any point in the game.
    2. This move can be the only action by a Cavalry for that turn.
    3. Once this move is made, there is a permanent connection between Dunharrow and Lamedon which any Good or Neutral (Harad, Saruman, Easterlings) unit may move through in either direction unsupported, or any Evil (Sauron) unit may move through with support (though a Nazgul may still move between them at any time, via the Mountain Border).
    4. No unit may retreat along the Passage in either direction at any time.
    5. No unit may support across the Passage in either direction at any time.

  7. City of the Corsairs (added to VII.E. Power Rules, Harad)
    1. Any unit built by Harad in City of the Corsairs (Cit) (not any other power able to build there) will have a Fleet raised with it automatically.
    2. This fleet can still be disbanded in the usual ways (raising a Seige Engine, or moving across an inland border).


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