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Machiavelli Rules
Last revised: December 11, 1991
* Diplomacy and Machiavelli are trademarks of Hasbro, Inc., all rights reserved.
Machiavelli is a board game by Hasbro which is quite similar to
Diplomacy, but quite a bit more complicated. The game is now out of
production so unless you've already got one it is not likely that you'll
find a copy of it. This description of the game should be enough to
teach you the rules if you're familiar with the rules to Diplomacy. You
will need a map, a PostScript version of which is available via the
adjudicator with the "get machiavelli.ps" command. The time frame of
Machiavelli is Renaissance Italy from 1385 to 1529.
The movement rules for true Machiavelli differ from Diplomacy in a number
of places. The major difference is in support. Rather than supporting
a particular unit to a province, you support a particular power's action
in a province. The rules are very vague about conflicts such as what
happens when a power orders two of his units to move to the same province.
This adjudicator ignores the Machiavelli movement rules and uses the
standard Diplomacy movement rules instead. Units are specified by their
type and source province as in Diplomacy rather than their unit number.
Convoys and supports specify the source and destination of the unit you
are convoying rather than just the destination province. If there are
Machiavelli purests out there who want to play with the Machiavelli
movement rules (and if you can describe them unambiguously) let me know
and I'll think about implementing them.
Unless explicitly contradicted herein, the rules to standard Diplomacy
apply to Machiavelli. One contradiction is that fleets may convoy armies
even if they are in coastal provinces.
A year in Machiavelli is comprised of three 'campaigns' which are
equivalent to the two seasons, Spring and Fall, of Diplomacy. They are
Spring, Summer and Fall. This adjudicator processes movement and
retreat phases for each of these seasons and an adjustment phase at
the end of the Fall season. Machiavelli lists the adjustment phase
at the beginning of Spring, but it's six of one or a half dozen of the
other. Things mesh better with the common representation.
Rather than getting one unit per supply center owned, in Machiavelli
units are paid for out of the treasury. Only those units that the player
chooses to maintain survive through the adjustments phase.
Machiavelli introduces a new unit type called a "garrison" which occupies
"fortified cities" or "fortresses". The fortified cities are filled in
squares on the map, fortresses are open squares and their use is optional.
Two units may be in the same province if one is garrisoned in the city
and another is outside the city. A city can be garrisoned by ordering an
army or a fleet in a province containing an unoccupied city to "convert"
during a movement phase. The garrison thus created can only hold, support
actions into its corresponding province, or convert back to a fleet or
army. An army could convert into a garrison in the spring and that
garrison could then convert into a fleet in the subsequent summer. It
could not, however, convert directly into a fleet in one season. An army
or fleet that is forced to retreat from a province with an unoccupied
fortified city or fortress can convert to a garrison if and only if it
has no other place to which to retreat. Of course it could not retreat
by converting into a garrison if the unit that displaced it was a garrison
converting into its location since you cannot retreat to the location your
attacker came from).
To displace a garrison it must be besieged. To besiege a garrison, an
army or fleet in the containing province must issue the besiege order for
two consecutive campaigns. After successfully issuing the first besiege
order, the besieging unit must either issue a second besiege order or a
"lift siege" order on the subsequent movement phase. It cannot choose to
move or support another action. A besieged garrison (one whose city's
siege started during the previous campaign) cannot convert, although it
can support another unit moving into its province to displace the besieging
unit. When the siege is complete, the garrisoned unit is eliminated. If
the garrison is eliminated before the siege is completed (eg: the siege
starts in the Fall and the owning power decides not to maintain the
garrison on the subsequent adjustment phase) the sieging unit is free to
issue other orders in what would be the second campaign of the siege.
Fleets can only convert to garrisons or besiege fortified cities or
fortresses that are also ports. The port cities are signified by an anchor
symbol on the map.
In the pure Machiavelli rules as written, an army or fleet converting into
a garrison will bounce another unit attempting to move into its province
and then convert. Also, a garrison converting to an army or fleet into
an unoccupied province will convert first and then the movement rules
would be applied. These rules complicate things. Using them, if you
had an army and a garrison in Genoa, you would have to move the army out
of Genoa on one turn and wait until the next movement phase before you
could convert the garrison. This adjudicator treats the city as if it
was a separate space on the map. Converting units are treated the same
as a unit moving into or out of the province. Thus, if a garrison in
Genoa attempts to convert into an army at the same time as an army moves
from Monferrat to Genoa (and neither one has support), they will both
bounce and stay where they were.
At the start of some scenarios fortresses and/or garrisons contain
"autonomous garrisons" which are ones that are not owned by any player.
They act as obstacles and must be besieged or bribed to be removed.
Special mapboard features and rules:
The sequence of play for Adjustment phases:
Movement phases:
The syntax for the orders are:
Optional rules: