From: js138@cus.cam.ac.uk (John Sloan)
Subject: Re: Diplomacy in Middle Earth
Keywords: Necromancer
Organization: U of Cambridge, England
Date: Thu, 21 Jan 1993 04:39:38 GMT

Since we're on the topic of Middle-Earth variants, here is another.

          ---------------------
          RULES FOR NECROMANCER
          ---------------------
 
   Necromancer is a Diplomacy variant by Richard Egan, with John Cudmore.
   With acknowledgements to Hartley Patterson, Glover Richardson, John Norris,
Iain Bowen, and Richard Walkerdine, and with thanks to Bridget Davidson.
   This edition prepared July 1991, first published in Bill O'Neill's zine
'Exidio'.
   Typed onto Phoenix by Gary Duke 7/11/91.
 
0. PLEASE NOTE:
   This set of rules is provisional, and the designers take no responsibility
for any errors: this version has NOT been play-tested.
 
1. COPYRIGHT:
   Necromancer may be freely re-printed as long as above credits are given. The
author should be informed of any errors, suggestions, or re-designs (via the
UKVB).
 
2. DIPLOMACY:
   Standard Diplomacy rules apply, except where modified below.
 
3. SCENARIO:
 i.    Necromancer is set in Tolkien's Middle-Earth, in the period from 2750 TA
       up to the War Of The Ring.
 ii.   The first turn in Necromancer is 2765 TA.
 iii.  Thereafter, each turn counts as 15 years. Thus the second turn is 2780
       TA.
 iv.   Adjustments are carried out on every second turn, as for standard
       Diplomacy. Hence turns ending in '0' are adjustment turns.
 
4. POWERS:
   There are eight powers, with starting units:
      DWARVES:     A(Ere), A(Eri), A(Iro)
      EASTERLINGS: A(Kha), A(Rhu), A(NRu)
      ELVES:       A(Eri), A(Lor), A(Woo)
      GONDOR:      A/F(DAm), A(Lam), A(MTi), A(Pel), A(Pin)
      HARADRIM:    A/F(Cit), A(FHa), A(NrH)
      ROHAN:       A(Edo), A(Hel), C(Wol)
      SARUMAN:     W(Ise), A(Ise), A(Dun) _plus_ A(Hol)
      SAURON:      A(DGu), A(MMo), N(MMo) _plus_ one other
 
      STANDING ARMIES: A(BDu), A(CDu), A(CGo), A(Gob), A(Gun), A(Mor), A(Mou)
                       _plus_ S(NMi or EMi), D(Wit)
 
5. ERIADOR:
 i.    Eriador is an off-board province bordering: Ang, CDu, Ene, Gob, Gun,
       Hol, HPs, Min, and Mor.
 ii.   Units may be freely ordered to move or retreat to Eriador (abbrev Eri).
 iii.  Any number of units may co-exist in Eriador, and no power may ever
       'occupy' the province.
 iv.   Eriador is treated as an off-board home supply centre for both the
       Dwarves and Elves. Dwarvish and Elvish units may be built there in the
       course of the game.
 v.    The Dwarvish and Elvish Eriador home supply centres may never be
       captured by another power, and thus those powers may never be completely
       eliminated from the game.
 
6. FORTRESSES:
 i.    Fortress provinces are marked on the map. Note that whilst some of the
       fortresses are supply centres, others are not. The difference is
       indicated.
 ii.   Fortress provinces give an automatic support to any unit attempting to
       Hold in them. Thus an otherwise unsupported unit takes _two_ supports to
       dislodge (total attack strength three).
 iii.  A Fortress province has no effect on a unit attempting to move into or
       out of it. Neither does it affect the strength of the support given by a
       unit in it.
 
7. MOUNTAINS:
       The lines of mountains marked on the map are impassable to all units
       except Nazgul; units may not attack or support across them.
 
8. SEA PROVINCES:
       Anduin (AND) and Tolfalas (TOL) are sea provinces. Note that this makes
       the Crossings of Poros (CPo) a coastal province.
 
9. DWARVES:
       In addition to their three initial home supply centres, the Dwarves may
       also treat the Grey Mountains (Gre) and Moria (Mor) as home supply
       centres _if_ they capture them. In this case, Moria may be renamed
       Khazad-Dum (KDu) (GMs discretion).
 
10. EASTERLINGS:
       Throughout the game, the Easterlings may treat _any_ unnocupied supply
       centre they own as a home supply centre for building purposes.
 
11. CAVALRY:
 i.    Only Rohan may own Cavalry (C) units.
 ii.   Cavalry units may move up to two provinces each turn. Their first move
       takes place at the same time as all other moves, and if this succeeds
       they may attempt a second move before retreats are handled.
            Example: C(Hel)-Gap-Agr.
 iii.  If the first move fails, a second move may not be attempted.
 iv.   The second move may _not_ be made conditional on the outcome of other
       moves.
 v.    The double movement option only applies when the unit is ordered to
       move: a Cavalry unit cannot give two supports in a turn. Likewise, if
       forced to retreat, a Cavalry unit is treated like any other unit.
 vi.   Cavalry units cannot receive support for their second movement.
 vii.  Cavalry units _may_ be ordered to Hold and then move, or just make one
       move.
 viii. In all other respects, a Cavalry unit behaves as a standard Army.
 ix.   Rohan may only build Cavalry units in the Wold (Wol).
 
12 FLEETS:
 i.    Fleets may only be built in DAm and Cit, the two coastal fortresses
       (which may be dubbed 'ports' for this purpose).
 ii.   Any Army which starts a turn in one of these two ports may be ordered to
       build a Fleet, whereupon it becomes an Army with a Fleet (A/F). This
       Fleet-building constitutes that unit's order for that turn.
            Example: A(Cit)-A/F(Cit).
 iii.  This order will fail if the unit is attacked that turn, regardless of
       whether the attack succeeds (just as support is cut by any attack).
 iv.   An Army with a Fleet attached gains a sea-going capacity, and may move
       or give support into any of the sea provinces on the map. Standard rules
       apply to resolving any combat, except the Fleet itself (NOT the A/F) has
       strength zero.
 v.    The Fleet portion of an A/F does not require a supply centre to maintain.
 vi.   A Fleet may remain attached to an Army in a sea or coastal province, but
       may not remain attached to an Army moving inland. If an Army with a
       Fleet is ordered to an inland province, the Fleet is abandoned, and is
       presumed destroyed. The 'A/F' becomes a standard 'A' with no sea-going
       capacity.
 vii.  The only exception to the above is the 'captured fleet' rule: if an Army
       with a Fleet (A/F) retreats from a coastal province to an inland
       province, the unit dislodging it may 'capture' the fleet and take it
       over (eg A(Ast) dislodges A/F(Anf), which retreats to Pin. The A(Ast)
       may now become A/F(Anf)). This is the only method of transferring a
       Fleet from one unit to another.
 viii. It is perfectly acceptable to build or create by capture units other
       than A/Fs, eg a C/F. However, Multiple Armies (see next Rule) must
       build, or capture, Multiple Fleets, else they cannot enter sea provinces
       intact:
            Examples: 2A(DAm)-2A/F(DAm)
                      2A(Ast)-Anf forcing A(Anf) retreat to Pin: now have
                         2A/1F(Anf). This can move to BOB only by splitting up:
                         eg 2A/1F(Anf)-A/F(BOB) & A(Anf).
 ix.   A C/F cannot use double movement in any turn in which it attempts to
       enter a sea province; horses cannot move ships faster!
 x.    Note that any power may use ports to build Fleets in, and that Fleets
       may be built in any turn, regardless of whether it is an adjustment
       turn.
 xi.   Also, note that THE 'CONVOY' ORDER DOES NOT EXIST in Necromancer.
 
13 MULTIPLE ARMIES:
 i.    Because of its superior military leadership, Gondor has a capacity to
       create 'Multiple Armies' by merging several units. These are represented
       in the fashion '2A', '3A', etc., to signify their relative strength.
 ii.   Multiple Armies are created by ordering two or more units to the same
       province, as follows:
            Examples: A(NIt), A(Pel) & A(SIt)-3A(Los)
                      A(NIt) & A(SIt)-2A(NIt)
       It is essential to group the orders of such units together in this
       fashion, to avoid misinterpretation as a self-standoff.
 iii.  Multiple Armies can be split up by ordering the components to different
       provinces, and indicating the reduced strengths of the Multiple Armies
       (failure to do the latter will result in two misorders!).
            Examples: 3A(Los)-2A(SIt) & A(Pel)
                      2A(NIt)-A(SIt) & A(NIt)
 iv.   If a Multiple Army is split up, and part of it remains in the province
       in which it started the turn, then that part may be ordered to Support:
            Example: 3A(NIt)-2A(SIt) & A(NIt) s A(Dag)
       It may even support the other part of the move:
            Example: 3A(NIt)-2A(SIt) & A(NIt) s 2A(NIt)-SIt
 v.    However, a Multiple Army which remains intact cannot split its orders
       whilst remaining in the same province. Thus it can only Support _one_
       action. If attacked while giving Support, one unit's worth of strength
       is deducted from the total Support for each attack (and support for each
       attack) on the Multiple Army.
 vi.   Other units may give Support to specific components of a Multiple Army
       which is splitting up.
 vii.  Multiple Armies move, Hold, and Support with the combined strength of
       all their units. Thus a 2A would dislodge a single, unsupported Army,
       and a 3A would dislodge a single, unsupported Army in a Fortress.
 viii. Gondor cannot combine its units together with units of other Powers.
 ix.   Gondor may use multiple builds to raise Multiple Armies.
            Example: Gondor is entitled to 3 builds and builds A(DAm) & 2A(MTi)
                     Gondor is entitled to 1 build, and has A(MTi) already.
                         Gondor uses it to create 2A(MTi).
 x.    If a Multiple Army is dislodged, it cannot split up before retreating.
       The component units must retreat together, and do so with the strength
       of a single Army.
 xi.   Multiple Armies join together with the strength of all the component
       parts.
            Example: A(Pel) & A(SIt)-2A(Los).The 2A enters Los with the
                         strength of two units, and will dislodge a single
                         unsupported unit there.
 
14 SARUMAN:
 i.    Saruman starts the game with A(Hol), but Hollin (Hol) is not a home
       supply centre. This is because, in addition to home centres in Isengard
       (Ise) and Dunland (Dun), Saruman has a third, mobile 'home supply
       centre'.
 ii.   This mobile supply centre is the Wizard unit (W), starting the game in
       Isengard (W(Ise)). The Wizard unit may co-exist with other units
       belonging to the Saruman player, but may not co-exist with any other
       units.
 iii.  The Wizard unit, representing Saruman himself, can be ordered to Hold or
       move. It does either with a strength of 0: it is dislodged by a single,
       unsupported attack.
 iv.   The wizard unit cannot give support.
 v.    It has a hidden movement capability. If ordered to move or Hold, its
       orders are not included on the game report unless they failed.
 vi.   It does not occupy supply centres for adjustment purposes.
 vii.  It cannot enter sea provinces, unless co-existing with an A/F owned by
       the Saruman player.
 viii. If the Wizard unit is dislodged and unable to retreat, it is destroyed,
       and the Saruman player is eliminated from the game.
 ix.   If the Saruman player is entitled to one or more builds in an adjustment
       turn, he can build in the province in which the Wizard unit is currently
       located.
 x.    The Saruman player may not build further Wizard units.
 
15 SAURON'S STANDING ARMIES:
 i.    At the start of the game the following seven units exist as unordered
       Armies standing as if in 'civil disorder':A(BDu), A(CDu), A(CGo),
       A(Gob), A(Gun), A(Mor), A(Mou). These may be considered units which
       Sauron has not yet taken control of.
 ii.   Each adjustment turn until he is eliminated, Sauron may add control of
       ONE of these units to his forces, in addition to any builds to which he
       is entitled (he is also allowed ONE unit of his choice for 2750, a
       nominal adjustment turn before 2765). The centres in which these units
       start may thereafter be treated by Sauron as home supply centres.
 iii.  Alternatively, instead of one of these Armies, Sauron may choose, in any
       adjustment turn, to activate the "Dragons of the Withered Heath" (which
       enter the game as D(Wit)), or the "Spiders of Mirkwood" (which start as
       one of S(NMi) _or_ S(EMi), Sauron's choice). These act like standard
       Armies in every respect, _except_ that they require no supply centres to
       maintain them (for this reason it is useful to maintain the "D" and "S"
       prefixes, to avoid confusion over adjustments). Both the Dragons and the
       Spiders can occupy supply centres for Sauron in the usual way.However,
       note that, unlike the standing armies mentioned above, the Dragons and
       the Spiders do not enter the game until activated by Sauron: there are
       no standing units in Wit, NMi, or EMi at the start of the game. Only one
       Dragon unit, and one Spider unit, may be activated by Sauron in the
       course of the game - no further Dragon or Spider units may be 'built' or
       activated by Sauron.
 iv.   Sauron's choice of unit is not mentioned on the game report. The unit
       makes its first appearance only when given an order by Sauron.
 v.    If a standing Army is dislodged before Sauron activates it, it is
       disbanded. If Sauron subsequently captures the centre, he may still use
       it as a home centre, however.
 
16 THE NAZGUL:
 i.    At the start of the game, Sauron has a Nazgul (N) unit in Minas Morgul
       (MMo). This unit has the following attributes:
 ii.     The Nazgul unit may co-exist with any of Sauron's other units, but may
         not co-exist with units belonging to any other power. It moves with
         strength 0, and therefore is dislodged by a single unsupported attack
         (it can be stood off by Saruman's Wizard unit).
 iii.    It can move across mountains as if they were ordinary province
         boundaries.
 iv.     It does not occupy supply centres for adjustment purposes.
 v.      It cannot enter or cross sea provinces.
 vi.     A Nazgul unit can move up to two provinces in one turn, in the same
         manner as one of Rohan's cavalry units.
 vii.    The Nazgul unit has a hidden movement capability. If ordered to move
         or Hold, its orders are not included on the game report unless they
         fail.
 viii.   The Nazgul unit is not able to give Support.
 ix.     However, the Nazgul unit has a distinct "Lead" order, which enables it
         to command another of Sauron's units, and in doing so enhance its
         strength by an amount equal to one unit. If the Nazgul unit starts its
         turn in the same province as another of Sauron's units, it may be
         ordered to "Lead" it as shown in the following example:
            Example: N(MMo) L A(MMo)-SIt
         The two units in this example would move together, with a strength
         equal to two units.
            Examples: N(MMo) L A(MMo) s A(CGo)-NIt
                      N(MMo) L A(MMo) holds.
         A Nazgul using the Lead order must always remain with that unit for
         the whole turn, and therefore can only move a maximum of one province
         per turn when using the Lead order.
 x.      In addition, Sauron may create, maintain and build Multiple Armies
         (like Gondor's) in any province shared with the Nazgul unit. The same
         mechanics are used as for Gondor. Note that the Multiple Army can only
         exist, at the end of a turn, in the province where the Nazgul is. If
         the Nazgul leaves that province, the Multiple Army must split up (or
         else all the components are forced to 'retreat', as in a
         self-standoff. This can easily result in compulsory disbandments).
 xi.   Additional Nazgul units may not be built. However, if the original
       Nazgul unit is forced to disband, Sauron may raise another in any one of
       his active home supply centres in the following adjustment turn.
 
17 ELIMINATION OF SAURON:
 i.    Sauron has 18 turns to win the game. If, by the year 3020 TA, Sauron has
       not won the game, the Ring is dropped into Mount Doom and he is
       eliminated. At that time th Nazgul are removed from the game, and all
       Sauron's other forces become standing armies (in civil disorder).
 ii.   Until that date, Sauron cannot be eliminated, since he always retains
       control of the Nazgul, and automatically gains at least one new unit
       each adjustment turn.
 
18 VICTORY CONDITIONS:
 i.    A player wins if he or she controls more than half of the supply centres
       on the board (29+).
 ii.   The Dwarves may count Erebor (Ere), the Grey Mountains (Gre), the Iron
       Hills (Iro), and Moria (Mor) as equal to two supply centres _each_ for
       these purposes.The Eriador supply centre may also be counted as _one_
       supply centre.
 iii.  The Elves may count Lorien (Lor) and the Woodland Realm (Woo) as equal
       to three supply centres _each_ for these purposes. The Eriador supply
       centre may also be counted as _one_ supply centre.
 iv.   See also the optional "Alignment Rules".
 
    OPTIONAL ALIGNMENT RULES
    ------------------------
 
19 ALIGNMENT (Optional):
 i.    At the start of the game, each power has an alignment, which will be one
       of Good (G), Neutral (N), or Evil (E).
 ii.   The starting alignments are as follows:
             DWARVES        Good           HARADRIM       Neutral
             EASTERLINGS    Neutral        ROHAN          Good
             ELVES          Good           SARUMAN        Neutral
             GONDOR         Good           SAURON         Evil
 iii.  Units belonging to Good powers may not receive support from units
       belonging to Evil powers.
 iv.   Units belonging to Evil powers may not receive support from units
       belonging to Good powers.
 v.    Units belonging to Neutral powers may receive support from (and give
       support to) units belonging to any power.
 vi.   A power which is Evil may not change its alignment.
 vii.  A power which is Neutral may declare itself Evil at any time (including
       the start or end of a turn).
 viii. A power which is Good may declare itself Neutral at any time (including
       the start of a turn). However, a power may not change from Good to
       Neutral to Evil in a single turn.
 ix.   Good powers may declare a Joint Victory, by unanimous agreement amongst
       themselves, at any time after Sauron is eliminated, and if they control
       between themselves at least half the supply centres on the board (29+).
       This agreement is perhaps best handled as an endgame proposal
       administered according to the House Rules in operation, in which only
       the Good powers may vote.
 
20 PROVINCES WITH ALIGNMENT (Optional):
 i.    Certain provinces have a natural alignment, and will repel units of
       different alignments with a force equal to one unit.
 ii.   Lorien (Lor) repels Neutral and Evil units.
 iii.  Fangorn (Fan) repels Evil units.
 iv.   Barad Dur (BDu), Dol Guldur (DGu), Moria (Mor) and South Mirkwood (SMi)
       repel Good units.
 v.    A single unit of the 'wrong' alignment attempting to Hold in, or enter
       such a province will need support to overcome this effect if the
       province is vacant. In the cases of Barad Dur (BDu), Dol Guldur (DGu),
       Lorien (Lor), and Moria (Mor), this is not enhanced by the Fortress
       nature of the province.
 vi.   This effect is a 'natural' alternative to defending the province by
       conventional means: when wrongly aligned units would otherwise
       successfully enter or Hold in the province, its natural defences work to
       expel them. Therefore, this effect does not conspire with active units
       to defend the province, and is not added to the strength of suitably
       aligned units attempting to Hold there.
 vii.  Any Support given by a unit of the 'wrong' alignment from such a
       province will be cut (in the case of Multiple Armies, such Support will
       be reduced by the strength of one unit).
 viii. The exception to the above is Moria (Mor), where the Balrog lives. If
       the Dwarves successfully occupy Moria for adjustment purposes, it is
       assumed that the Balrog is killed, and Moria/Khazad Dum (Mor/KDu) ceases
       to repel Good units.
 
PROVINCE LIST:
 
Ado Adorn                Esg Esgaroth              Nin Nindalf
Agr Angren               Fan#Fangorn               NIt North Ithilien
AND*Anduin               FHa Far Harad             NMi Northern
Anf Anfalas              For Forodwaith                 Mirkwood
Ang Angmar               Fra Framsburg             NNu North Nurn
Ano Anorien              FRh Far Rhun              NoL Noman Lands
Ast Andrast              FRi Forest River          NrH Near Harad
BDu>Barad Dur            FUM*Firth of Umbar        NRo Northern
Bel Belfalas             Gap Gap of Rohan               Rhovanion
BOB*Bay of Belfalas      GFi Gladden Fields        NRu North Rhun
Bro Brown Lands          GGU*Great Gulf            NUn North Undeep
CAn Cair Andros          Gla Gladden River         Nur Nurnen
Car Carrock              Gob Goblin Gate           NWi Northern
CDu Carn Dum             Gor Gorgoroth                  Wilderland
CGo Cirith Gorgor        Gre Grey Mountains        OFo Old Ford
Cit City of the          Gun Gundabad              PCe Parth Celebrant
     Corsairs            Har Harnen                Pel Pelargir
CPo Crossings of Poros   Hav Havens of Umbar       Pin Pinnath Gelin
CUm Cape of Umbar        Hel Helm's Deep           PNo Plains (North)
Dag Dagorlad             Hol Hollin                PSo Plains (South)
Dal Dale                 HPs High Pass             Rhu Rhun
DAm Dol Amroth           HRd Harad Road            RRu River Running
DEr Dor en Ernil         Iro Iron Hills            SCa South Carnen
DGu>Dol Guldur           Ise Isengard              SGo South Gondor
Dhw Dunharrow            Kha Khand                 SIt South Ithilien
Dim Dimrill Dale         Lam Lamedon               SMi>Southern
DMa Dead Marshes         Leb Lebennin                   Mirkwood
Dor Dorwinion            Lef Lefnui                SNu South Nurn
DrF Druadan Forest       Lim Limlight              SRo Southern
Dru Druwaith Iaur        Lit Lithlad                    Rhovanion
Dun Dunland              Lng Langwell              SUN*Sundering Seas
Eas Eastfold             Lor%Lorien                SUd South Undeep
EBt East Bight           Los Lossarnach            TOL*Tolfalas
Edo Edoras               Min Minhiriath            Val Vales of Anduin
EDu Ephel Duath          MMo Minas Morgul          Wes Westfold
EEa Eastern Eaves        Mor>Moria                 Wit Withered Heath
EEm East Emnet           Mou Mountains of          WMi Western Mirkwood
ELi Ered Lithui               Mirkwood             Wol Wold
EMi Eastern Mirkwood     MTi Minas Tirith          Woo Woodland Realm
Emy Emyn Muil            Nar Narrows
Ene Enedwaith            NCa North Carnen          * Sea Province
Ent Vale of Entwash      NEa Northern Eaves        > Repels Good
Ere Erebor               NHd Near Harad            # Repels Evil
Eri Eriador              Nim Nimrodel              % Repels Evil and Neutral


         |       |        |                   |           ||
         | CDu * |  Ang   |   For             |           ||     IMPASSABLE
         |_______|        |        _________  |    Wit    ||
             |      o     |        |       |  |           ||
   Eri       |____________|__xxxxxx| Gre * |xx|           ||
             |       |         |   |_______|  |___________||___________________
   (o)       | Gun * |  Fra  o |      |                   |--------------------
             |       |         | NEa  |  NWi _________    |       |   |
  (see )     x_______|_________|______|______|       |____| Iro * |   |
  (rule)     x          |       |       | |  | Ere * | |  |_______|   | NRu
  ( 5  )     x   Lng    |  NMi  | FRi   | |  |_______| |              |
        _____x___       |   ____|____   | |    Dal     |    NCa       |  o
        |       |_______|   |       |   | |____________|______________|
        | Gob * |       |   |  Mou  |   |   NRo    |       |    |     |
        |_______| Car o |   |   *   |   |________  | Esg o |    |     |
        |       |_______|   |       |   |       |  |_______|    |     |________
        |  HPs  |       |___|_______|___| Woo * |     |  RRu    |     |....|
        |_______|       |       |       |_______|_____|_________|     |....|
             x     OFo  |  WMi  |                 |           |       |....|
             x__________|   o   |       EMi       |    SRo  o |  SCa  |....|
             x     |    |_______|_________________|___________|_______|....|
             x Gla | GFi |                  |           |       |     |....|
             x_____|  o  |        Nar       |    EBt    |  PNo  | Dor |....|
             x     |_____|   _________      |     o     |       |     |....|
             x Dim |     |___|       |______|___________|       |  o  |....|
         ____x____ |     |   | DGu * |          |       |       |     |....|
         |       | | Val |   |_______|   SMi    |  EEa  |       |     |....|
         | Mor * | |  o  |                      |   o   |       |     |....|
       __|_______| |     |______________________|_______|_______|__xxx|....|
       |     x     |          |                      |             |
       |     x     |__________|______                |             |   Rhu
       | Hol x_____|       |        |    Bro         |    PSo      |    o
       |     x     | Lor * |  NUn   |________________|_____________|___________
       |     x     |_______|________|     |     |          |        |     |
       |     x  Nim  |       |  |   SUd   |     |          |        |     |
       |     x   o   |  PCe  |  |    o    |     |          |        |     |
_______|_____xx______|_______|  |_________|     |          |        |     |
     |  |     x     |        |         |        |          |        |     |
 Min |  | Dun x Fan |  Lim   |  Wol    |        |          |        |     |
  o  |  |  o  x     |_____   |   o     |        |          |        |     |
_____|  |_____x___________|__|_____    |  Emy   |   DMa    |  Dag   | NoL | FRh
..| Ene | |       |     |   |     |    |   o    |          |        |     |
..|_____| | Ise * | Gap |   | Edo |    |        |          |        |     |
..|     | |_______|     |   |  o  |    |        |          |        |     |
..|     |_______________|   |     |    |        |          |        |     |
..| Agr |      x       |    |__   |    |        |          |        |     |
..|     | Ado  x Hel * | Wes  |   |    |        |          |        |     |
..|     |  o   x       |      |   |    |        |          |        |     |
..|_____|______xxxx    |      |   |____|________|___       |        |     |
..|  Dru  |    xxxxxxxxx      |   |      |         |       |        |     |
..|   o   |   Lef |    x      |   |      |         |       |        |     |
..|_______|____   |    x______|   | EEm  |         |       |        |     |
..|           |___|    x          |      |   Nin   |       |        |     |
..|  Ast      |        x          |      |         |       |        |     |
..|           |  Pin   x__________|______|__       |       |        |     |
..|_____      |   o    x       |    |      |       |   ____|        |     |
.......|      |        x Dhw + |    |      |       |   |            |     |
.SUN...|      |        x_______|    |      |       |   |    ________|     |
_______|      |        x            | Ent  |       |   |    |             |
.......|      |        x     Eas    |      |       |   |    |             |
.....__|______|________x            |      |       |   |    |             |
.....|....|      |     x            |      |       |   |    |             |
.....|....| Anf  | Lam x____________|      |       |   |    |             |
.....|....|______|  o  x            |______|_______|___|____|__xxxxxxxxx__|____
.GGU.|...........|     x    DrF     |        |       x          |  |  |
.....|...BOB.....|     x            |        |       x CGo  *   |  |  |  ELi
.....|...........|     xxxxxxx      |   _____|___    x__________|  |  |
.....|...._______|     |     x______|   |       |    x             |  |____
.....|....|      |_____|     x          | CAn + |    x      _______|_     |
.....|....| DAm  |     |     x          |_______|    x      |       |     |
.....|....|  *   |     |     x    Ano        |       x      | BDu * |     |
.....|....|______|     |     x               |       x      |_______|     |
.....|....|      | DEr | Los x________       |       x          |         |
.....|....| Bel  |     |     |       |       |  NIt  x          |         |
.....|____|______|     |     | MTi * |       |       x          |         |
.....|...........|_____|     |_______|_______|   o   x          |         |
.....|...........|     |                 |           x  Gor     |  Lit    |
.....|...........| Leb |                 |           x          |         |
.....|.....______|_____|_________________|___________x___       |         |
.....|.....|.........|     |                    |       |       |         |
.....|.....|.........| Pel |                    | MMo * |       |         |
.....|.....|.........|  o  |                    |_______|       |         |
.....|.....|.........|_____|      SIt                x          |         |
.....|.....|...............|                         x__________|_________|____
.....|.TOL.|....AND........|       o                 x             |
.....|.. ..|...............|                         x   NNu  o    |
.....|. o .|...............|                         x_____________|
.....|.. ..|...............|_________________________x             |   Nur
.....|.....|_______________|                         x   SNu  o    |
.....|.....|            |                            xxxxxxxxxxxxxx|___________
.....|.....|    SGo     |       CPo       o          |           |
.....|.....|     o      |____________________________|   NHd     |    EDu
.....|.....|____________|                            |___________|_____________
.....|_____|            |       HRd       o          |       |
.....|.....|    Har     |____________________________|       |    Kha   o
.....|.....|     o      |                            |       |_________________
.....|.....|____________|       NrH       o      ____|
.....|.FUM.|            |                        |        IMPASSABLE
.....|.....|    CUm     |                        |       _____
.....|.....|____________|                        |       |KEY|
.....|.....|       |                             |       -----
.....|.....| Cit * |_____________________________| xxx= Mountains
.....|.....|_______|                             |  o = Supply Centre
.....|.....|       |          FHa        o       |  * = Fortress/Supply Centre
.....|.....|  Hav  |                             |  + = Fortress
.....|.....|       |                             | NB: TOL _is_ a supply centre
Newsgroups: rec.games.diplomacy