| Ancient Mediterranean - Infotext | 
The Ancient Mediterranean 
  is a five-player DIPLOMACY variant based on the 
  empires that dominated the Mediterranean area during ancient history. The 
  powers are Rome, Carthage, Greece, Egypt and Persia. Much emphasis has been 
  
  placed on the playability of the variant. As for its historical accuracy, the 
  
  game depicts a period of history which is quite broad - not a single point in 
  
  time. The rules are consistent with the normal rules of Diplomacy, with some 
  
  minor exceptions due to the geography of the area. For more information about 
  
  the variant go to the webpage:
  http://www.geocities.com/donhessong/ancient.htm
  
  If you have any suggestions or comments about Ancient Med, I'd like to hear 
  
  them. Send e-mail to me, Don Hessong. Thanks for your interest in my variant.
  DonHessong@Yahoo.com
  DIPLOMACY Copyright Hasbro Inc.
  The Ancient Mediterranean map and rule variations Copyright 2001 Don Hessong
  
  
RULES FOR THE ANCIENT 
  MEDITERRANEAN
  
  The normal rules of the game of Diplomacy apply, with the following 
  additions, exceptions and clarifications.
  
  
  HOME SUPPLY CENTERS AND STARTING POSITIONS OF THE POWERS
  
  Rome (red) fleet Neapolis army Roma army Ravenna
  Carthage (dark blue) fleet Thapsus army Cirta army Carthage
  Greece (green) fleet Sparta army Athens army Macedonia
  Persia (black) fleet Sidon army Antioch army Damascus
  Egypt (yellow) fleet Alexandria army Memphis army Thebes
  
  Note that on the map, home supply centers are designated by a dot with a 
  circle around it, whereas supply centers which start the game unowned, are 
  designated by a plain dot. As in the normal rules, a power may build new 
  units only in its home supply centers.
  VICTORY CRITERIA
  
  18 supply centers.
  MOVE DATES AND ADJUSTMENTS
  
  As in the normal rules, each turn alternates between Spring and Fall, 
  starting the game on a Spring turn, with adjustments being made after a Fall 
  
  turn. Each successive Spring the year increases by one. The games first 
  year 
  is 01 AD.
  IMPASSABLE SPACES
  
  Any areas that are not named on the board are not passable. The Atlantic 
  Ocean can not be occupied by any units.
  ISLANDS
  
  Islands are distinct spaces. An island may be occupied by an army or a fleet. 
  
  Each island has one continuous coast, therefore a fleet on an island may move 
  
  to any space adjacent to it. For example, a fleet could move from the 
  Egyptian Sea to Crete in one turn, and then move to the Aegean Sea in the 
  next turn.
  MOVEMENT ACROSS NARROW STRAITS
  
  Arrows on the board indicate two adjacent land spaces. An army may move from 
  
  one space to the other in one turn without being convoyed. Because they are 
  
  adjacent, fleets may also move from one space to the other in one turn.
  BYZANTIUM
  
  Byzantium is one space which straddles a waterway. The waterway allows 
  movement of a fleet in Byzantium to any adjacent coastal space or sea space. 
  
  The waterway does not impede the movement of an army through Byzantium. And 
  
  it is a supply center. In other words, it works just like Constantinople in 
  
  the standard game.
  BALEARES
  
  Baleares is a single space which consists of the islands and the water around 
  
  them. Since it contains both land and water, it can be occupied by a fleet or 
  
  an army. However, it is still considered one single space and can only be 
  occupied by one unit at a time. Although an army can occupy Baleares, it can 
  
  not move there directly from the mainland spaces since the islands are too 
  far from the coast. For an army to enter or leave Baleares, it would have to 
  
  be convoyed by a fleet in the Berber Sea or the Ligurian Sea. Since Baleares 
  
  consists mostly of water, it is considered a sea space for the purposes of 
  convoys, therefore a fleet occupying Baleares may be used to convoy an army 
  
  using the normal convoy rules. Baleares is a supply center.
  FOUR-WAY INTERSECTION IN THE HIGH SEAS
  
  In the middle of the board there is an area where four sea spaces come 
  together at one point. They are the Ausonian Sea, Messenian Sea, Gulf of 
  Tacape and Libyan Sea. All four of these spaces are adjacent to each of the 
  
  other three at that point. Therefore, a fleet in one of these spaces may move 
  
  to any of the other three.
  Also, by virtue of the expanse of the open seas, fleets can pass each other 
  
  in a criss-cross fashion without impeding each others' movement. For example, 
  
  a Roman fleet could move from the Ausonian Sea to the Libyan Sea and a Greek 
  
  fleet could move from the Messenian Sea to the Gulf of Tacape on the same 
  turn and both of these moves would be allowed. Note that this criss-crossing 
  
  is not the same as two units exchanging places. For example, if a Roman fleet 
  
  tried to move from the Ausonian Sea to the Libyan Sea and an Egyptian fleet 
  
  tried to move from the Libyan Sea to the Ausonian Sea on the same turn, these 
  
  moves would not be allowed due to the normal rules.
  THE DIOLKOS
  
  The border between Sparta and Athens effectively works like a canal. It cuts 
  
  across the isthmus and allows fleets to move through. For example, a fleet in 
  
  the Aegean Sea could move to Athens and then, on the following turn, to the 
  
  Ionian Sea. Note that in game terms, this means Athens effectively has one 
  continuous coast. Armies can freely move between Sparta and Athens.
  The historical precedence for this is not an actual canal. The Diolkos was a 
  
  roadway built by the Greeks for the purpose of moving ships across the 
  isthmus.
  
  THE NILE RIVER AND CANAL
  
  The Nile River acts as the boundary between the spaces on its east and west 
  
  banks. The river is not a space on the board. It can not be occupied by any 
  
  units. However, it is considered to be navigable. Therefore, a fleet may move 
  
  between spaces that are adjacent along the river. For example, Sinai to 
  Thebes, Thebes to Memphis, Memphis to Alexandria would all be legal moves for 
  
  a fleet. Memphis to Cyrene would not be a legal move for a fleet. Egypt can 
  
  build fleets in any of its home supply centers.
  There is also a canal that connects the Nile River to the Reed Sea. It acts 
  
  as the boundary between Sinai and Thebes. It is also navigable and therefore 
  
  allows fleet movement between Sinai, Thebes and Reed Sea. Reed Sea is not 
  adjacent to the Gulf of Pelusium or Alexandria. Notice that due to the 
  various waterways and coasts that Sinai and Thebes each have one continuous 
  
  coast.
  Armies can freely move across the Nile River and canal.
  There actually is much precedence for a canal connecting the Nile River to 
  the Red Sea in ancient history. 
  THE NILE RIVER DELTA
  
  The Nile River Delta is not a distinct space on the board. It can not be 
  occupied by any units. There are four spaces which are in contact with the 
  delta. They are Alexandria, Thebes, Sinai and the Gulf of Pelusium. All four 
  
  of these spaces are considered to be adjacent to each of the other three, at 
  
  all times, by virtue of the multiple water channels in the delta. This 
  provides increased flexibility concerning the movement of fleets. A fleet in 
  
  any of these four spaces may move to any of the other three. The delta does 
  
  not impede the movement of armies. An army in any of the three land spaces in 
  
  contact with the delta, may move to either of the other two.
  The key to remember is that Thebes is always adjacent to the Gulf of Pelusium 
  
  AND Alexandria is always adjacent to Sinai (in addition to the obvious 
  adjacancies). For example, a fleet could move from Thebes to the Gulf of 
  Pelusium and, on the same turn, an army or a fleet, could move from 
  Alexandria to Sinai.
  CONVOY CLARIFICATIONS
As in the normal 
  rules, no fleet in a land space can convoy armies. This 
  includes any coastal space, island, Byzantium and land spaces adjacent to the 
  
  Nile River or the delta. Baleares is considered primarily a sea space for the 
  
  purposes of convoys, therefore a fleet occupying it may be used to convoy an 
  
  army using the normal convoy rules.
  ABBREVIATIONS FOR ANCIENT MED NAMES
  
  For almost every space on the board, the first three letters of the name are 
  
  used for its abbreviation. This includes spaces which have two words in the 
  
  name. So the Egyptian Sea is Egy and the Cilician Strait is Cil. None of the 
  
  letters in the words "sea" or "strait" are used. However, 
  names that have 
  three words in them use the first letter of each of the three words. So the 
  
  Gulf of Pelusium is GoP. There are only a few exceptions to these guidelines 
  
  due to redundancies. The following is a complete list of the exceptions to 
  the "use the first three letters" rule.
Gulf of Pelusium 
  = GoP
  Gulf of Syrtis = GoS
  Gulf of Tacape = GoT
  Sardinia = Sad
  Sarmatia = Sam
  Sinai = Sii
  Sinope = Sip
  Tyre = Tye
  Tyrrhenean Sea = Tyn
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