Schedule and Rules
Welcome to the Regatta!
Thank you for coming to the 2002 ARMADA Regatta, warm up event for next
year's World Diplomacy Championships (World DipCon XIII), to be hosted
here! This tournament was
organized by the Association of Rocky Mountain Area Diplomacy Adversaries
(ARMADA) and this is the third year of the Regatta.
We are once again proud to have in attendance quite a few of the most
recognizable names in the worldwide Diplomacy hobby, drawing players
from both coasts of the continent and from overseas!
This handout covers the event schedule and our unique playing system, one
that results in many exciting games.
ARMADA Regatta T-shirts and mousepads and videotapes of this
year's and the previous years' lectures can be ordered from
the tournament director to help defray the cost of the Regatta. Your
purchases will be greatly appreciated, and the prices are very reasonable.
- Friday 15 February
- 6:00 P.M. Welcome and registration for all rounds begins.
- 6:30 P.M. Orientation for new players.
- 6:45 P.M. Registration for round 1 ends.
- 7:00 P.M. Round 1.
- Saturday 16 February
- 8:45 A.M. Registration for round 2 ends.
- 9:00 A.M. Round 2.
- 3:00 P.M. Lecturers:
- 4:30 P.M. "State Dinner." (Mass trip to a watering hole.)
- 6:45 P.M. Registration for round 3 ends.
- 7:00 P.M. Round 3.
- Sunday 17 February
- 8:45 A.M. Registration for round 4 ends.
- 9:00 A.M. Round 4.
- 3:00 P.M. Awards Ceremony.
- Player Seeding
The tournament director will assign players to specific tables in each
round, and will assign each to a specific power.
- Games will be filled on a first-come, first-served basis.
If enough players to evenly round out a final board cannot be found,
the tournament director will sadly be forced to ask enough ARMADA
members to sit out the round.
- Placement in the first round will be random.
- In subsequent rounds, an attempt will be made to minimize the number
of players who play against opponents they had faced in earlier rounds.
- Each player will play a different power in each round, and an attempt
will be made to ensure that each player plays in as many as possible
of four different power "groups" (Austria/Italy, England/France,
Russia/Turkey, and Germany).
- In the final round, tables may (or may not) be seeded to
assure that those in contention for the championship play against
- The tournament director will publicly announce
the table and country assignments of all players before each
round. Players are asked to keep noise to a minimum during this
- Scoring Sheets and Order Forms
- Each game will be scored individually.
- A scoring sheet for the game will be provided to each table.
- It shall be the duty of the players at each table to fill out a scoring
sheet for the table and submit it to the
tournament director at the conclusion of the game.
- Before the scoring sheet is submitted, each player must sign the
scoring sheet on the line of the power he played.
- Each player in a game will be given order forms that are to be used
to issue all his orders in that game. These forms are to be turned in
with the game scoring sheet, so that a complete record of the game can
- Game Format
Each game will terminate:
- In a solo victory if any single player:
- controls at least two more centers
than each other individual player, and
- increased his supply center count in the most-recently completed
- controls at least a
specific number of supply centers (the number required is based on
the game-year and is shown in the table below and on the game scoring
NOTE: Players should be aware that this system does accelerate
the arrival of the end-game
and take away some of the strategy of stalemate lines.
For example, in a normal game, England could set up the Gibraltar
stalemate line and guarantee himself a place in the draw as long as
no one reached 18 centers. Here at the Regatta, however,
an opponent could win with a smaller number of centers, which would
make the English stalemate line useless.
|Centers to Win:
- In a solo victory if all players controlling at least one supply center
vote (unanimously) to concede the game to a specific single
power. Such a vote shall be supervised by the tournament director
(who shall be summoned to the table
by any player), and shall be conducted in secret.
- In a draw shared equally among all players controlling at least
one supply center if all such players vote for such a result. This vote
shall be supervised by the tournament director (who shall be
summoned to the table by any player), and shall be conducted in secret.
Version of the Rules
The 1982 edition of the rules of Diplomacy are the ones in use
for this event. The Tournament Director will have a copy of these rules
which a player may borrow on request.
Convoy paradoxes are resolved using the rule that in an otherwise
paradoxical situation, fleets issuing support for or against a convoying
fleet cannot have their support cut under any circumstance. This
resolves the paradox.
Negotiation and Timing
All games will conduct negotiation simultaneously. The Tournament Director
will announce when negotiation is to begin and end for each turn. Players
are expected to rigidly obey the call of the Tournament Director.
The time allowed before orders for a particular movement phase must
be submitted is shown in the following table:
Note that the clock is always running! As soon as the twenty minute
period leading up to Spring 1901 is called, the time for Fall 1901
begins. Yes, this means that the time you spend adjudicating a movement
phase on the board, and submitting and adjudicating any retreats does
indeed eat into the time you have before the orders for the next movement
phase must be submitted.
|Spring||20 minutes||15 minutes||10 minutes
|Fall||15 minutes||10 minutes||10 minutes
Retreat and Adjustment Phases
Negotiation is prohibited during the retreat
and adustment phases. During these phases, if a player has orders to submit,
he must write his orders down and reveal them simultaneously with any
other players, as during movement phases.
Despite the above rule, during the retreat phase, a player may ask to
be told his options for where to retreat. If a player asks for his options,
the other players should answer him only by listing the locations to which
the unit cannot retreat, and may not make any suggestions
about which other option to take. However, it is still considered the
individual player's responsibility to know and understand his options.
Once a player has submitted his retreat, it may not be changed, even if
he was given incorrect information about his options.
After adjudication of a movement phase, players at each board should
immediately submit and adjudicate any retreats and then submit and
adjudicate adjustment orders. Remember that the clock for negotiation
of the next movement phase has already begun!
Any unit in retreat which does not receive a retreat order will
Any builds for which a player is eligible but for
which no order was received will be waived.
Failure to issue the
required number of remove orders will result in the tournament
director removing the additional unit or units completely at random.
Any units for which orders are not submitted and in the box
on the table at the time the deadline is called will see all their units
HOLD (with the ability to receive support). Some leniency will exist,
allowing players to submit their order sheet up to one minute late before
the penalty is applied, but this is guaranteed only once per game per
player -- repeat offenders will be tolerated only as determined by the
other players in the game -- if any player requests of the tournament
director that a player who has been late before not be allowed to submit
orders late again, that player will not be allowed to do so, and his units
will all HOLD if his orders are not submitted on time.
Cross Board Negotiations
Players are expected to limit game conversation to those players involved
in their own games.
- Unit types (army or fleet) need not be included in movement, retreat,
or remove orders, but if given in a movement order, must be accurate.
For example, if a movement phase order is given to a fleet in a space,
but an army actually exists in that space, the order is not issued.
a retreat or remove order, the unit type, if given, will be ignored
and any unit in the mentioned space will be issued the order. Unit
types are required in a build order (except that they may
be omitted if the build is occurring in an inland center like
Paris or Budapest -- an army can be assumed for such build-sites).
Any order to build a fleet in St. Petersburg must specify the coast,
or the build order will be ignored as if not written at all, as will
be any impossible build order, such as a fleet build in Vienna or
any build to be made in a non-home supply center.
- Any mention of any unit's nationality in an order will be completely
- Convoy pathing (indicating in the army's order the path to be taken
by that army, by listing the location of the fleet or fleets to be
used) is encouraged, but not required. If convoy pathing is not used,
an order will never be considered a convoy order if it is a move to an
adjacent land location. Also, if convoy pathing is not used in an
order, and if multiple convoy routes are available,
the convoy will succeed as long as least one route
is not disrupted.
- Proxy orders are not allowed. A player may not indicate that another
player may submit with his own sheet orders that are to be issued to
any of the first player's units.
- The coast of a multi-coast space (such as Spain or Bulgaria) on
which a fleet is attempting to land should not be mentioned in any
order supporting such a landing. If the coast is mentioned in such
a support order, the coast designation is ignored.
- Orders given to a fleet to move from the Mid-Atlantic Ocean to Spain,
or from Constantinople to Bulgaria must include the destination
coast. Failure to specify the coast on which the landing will occur
will result in the unit HOLDing without the ability to receive
support. In all other fleet movements to a bi-coastal province,
specification of the coast is not necessary, but if incorrectly given,
the unit will fail to move (for example, if a fleet in Finland is
ordered to the north coast of St. Petersburg -- an impossible move --
the fleet will HOLD).
- Units receiving impossible move orders will HOLD without the ability
to receive support, and units receiving any other impossible or invalid
order will HOLD with the ability to receive support.
- Any unit receiving two different orders will HOLD with
the ability to receive support.
- Any order deemed unclear should be submitted to the tournament
director for a decision on its meaning and interpretation. The
decision of the tournament director is final, and any order the
tournament director deems unintelligible is indeed unintelligible.
The following points will be awarded to each player after each game.
- 104 points to a solo victor
- 96 points to a participant in a two-way draw
- 64 points to a participant in a three-way draw
- 56 points to a participant in a four-way draw
- 40 points to a participant in a five-way draw
- 32 points to a participant in a six-way draw
- 24 points to a participant in a seven-way draw
- 8 points to player having one or more supply
centers when a reduced-center "solo" victory is achieved by force
(but not conceded)
-   0 points
- For each solo victory achieved by the player:
- 1 point is added for each supply center
held in excess of the number required to win (although no credit
is given for SC's in excess of eighteen).
- For each solo victory or draw result achieved by the player:
- 1 point is subtracted
for each year of game-play in that game.
- For each elimination, loss, or concession to another player:
- 1 point is added for each year
of game-play by the player before
the elimination, loss, or concession.
- Players shall be ranked by total score at the conclusion of the
tournament, with the player's single lowest score from among the four
rounds of play (including any zero point scores for rounds not played)
not being considered in the total.
Ties will be broken in favor of:
If a tie still remains, the players will be declared tied.
- the player with the highest score obtained in any game in which the
tied players opposed each other,
- the player with the highest uncounted score (from any thrown-out heat),
- the player with the highest third-best single-round score
- the player with the highest second-best single-round score,
- El Capitán -- 2002 Regatta
- Second through Seventh Places
- Best Country Awards
- Best Finish by an ARMADA Member
- The 2001 Duke of Medina Sidonia Award (Awarded to the best
ARMADA player, as determined by the ARMADA rankings, during the
calendar year 2001.)
- Other Awards. Yes, there are other awards. You may remember
them from years past, but we don't list them here because we don't want
people playing to win them.
Rules of Common Courtesy
Players are asked to bring the expression or commission of any profane,
obscene, offensive, or violent language, gestures, or acts to the the
attention of the tournament director.
Tournament expulsion (after a single warning) is the only penalty
for such behavior.
This rule applies at all times, not just during play.