Colonial Diplomacy Group Competitive Project
Take up the White Man's burden--
The savage wars of peace--
Fill full the mouth of Famine,
And bid the sickness cease;
And when your goal is nearest
(The end for others sought)
Watch sloth and heathen folly
Bring all your hope to nought.
- Rudyard Kipling from The White
Man's Burden
This is another competitive group project, similar to the
Paper Chain Game
and Civilization. In it students
will compete for control of (or independence from) the European colonial powers
in Asia in the late 19th century. In the end there will be definite
winners... and definite losers, all based on the control of resources and
territory. It is not expected that students will understand how to play
the game based only on reading this page, but this site should serve as an
important reference for students once the simulation begins.
Purpose:
When studying the 19th century colonial era, an understanding of geography is
essential as so many of the conflicts of the 19th century were bounded by
geographical issues (access to ports, natural resources, and population
centers). This intensive simulation focuses on a mapboard of Asia on which
teams of students, representing various nations, compete for control.
Other than the starting positions there is virtually no "luck" involved in this
game: what is essential for success is the formation of successful alliances
through diplomacy (hence the name of the game). While the outcome of the
game does not necessarily follow the actual historical record, the essential
areas of conflict become quite clear.
Materials (What you will need):
A. Get a Group and Determine Roles (of, preferably, friends) -
The class will break up into 7 groups, representing the 7 most important powers
which confronted each other in the 19th century colonial era. Depending on class size, groups will generally
consist of 3 or 4 people. Once you have formed your group, get out a piece of paper
(only one for the whole group) and list everybody's name in your group, first
and last. Each group member will chose one of the three roles: Leader,
Ambassador-General, and Spy. If there are more than three people in the
group, there will be multiple spies. Once the roles have been determined,
a spy from each group will turn in the sheet to the teacher. The roles are
described below:
NOTE: In the
advent of the game being played over a period of two weeks with one or two moves
being made daily, these role descriptions are subject to change.
Leader - Makes the ultimate decisions on what the armies and navies of
the nation will do and where they will position themselves. The leader
will write down the actual instructions (which are handed in to the teacher
at the end of every round), and therefore should have a good idea of the game
mechanics involved in writing instructions (poorly written instructions are not
carried out). Being the leader, however, he or she may not leave their
country and wander about - thus, they MUST remain in their seat, rooted
in position (unless handing in the orders or unless exiled, see below, or unless
having commanded a subordinate to sit in for them). The leader may boss
around the other members of the group, including forcing one of their
subordinates to stay seated for him/her. The leader is also free to
distribute their own personal points to others in the group at the end of
the game. If the capital city is captured, however, the leader must go
into "exile" and must leave the classroom. The General-Ambassador takes
over for the leader at that point (and remains rooted, although either one of
them may still write the orders). If, at the end of the game, the leader
is still exiled, three points are deducted from his or her points. If the
capital city is "liberated" from the foreign invaders, the leader is free to
return to the classroom (and if it remains free, no points are deducted from the
leader's score). The leader gains three points by taking an enemy's
capital city. The leader may also use counterspies by signing a document
in which they give away their own points to foreign nations' spies in exchange
for information. Such notes are binding and will cause points to be
deducted from the leader and added to the counterspy's total.
General-Ambassador - Will consult with the leader to determine
where the armies and navies should go. The GA is free to move about,
make deals with other nations, give advice to the leader, and function in
the leader's absence (if the leader is exiled). The GA must become
rooted in a seat if the leader is exiled (due to the loss of the capital to
foreign invasion). If the nation the GA serves manages to capture and hold
until the end of the game ALL the starting territories (other than the capital)
held by an enemy nation, the GA receives three extra points. If,
conversely, all the starting territories (other than the capital) are lost to an
invading army and are still not re-captured at the end of the game, the GA loses
three points. It is the GA who makes the determination of what military units
are built (armies and navies) and where they are built. The general may
distribute any points gained this way but does not begin the game with any
additional points (unlike the Leader).
Spy - Drifts freely about, attempting to intercept secrets,
attempting to keep other spies misinformed, and attempting to create
general sneaky havoc. It is the spy who carries the nation's orders to
the teacher for adjudication (and hopefully has not altered them in any
way). The spy can also defect and counterspy for another nation.
If the spy wishes to do this, the Leader of the other nation must give the spy a
written and signed contract with an amount of points the leader will sacrifice
from their own final points and give to the spy. These points may not
exceed 10. Spies with these written contracts may counter-counter spy
(feed false information to the nation they are counterspying for) but, so long
as they have the signed contract, they still get the points. Spies may
also counterspy for multiple nations.
B. Pick a
Nation: (see the list below)
Each group will be called upon to chose a nation. Although there are
advantages and disadvantages to each one, your knowledge of history (and what
ultimately happens to each one) may influence your choice. I will list the
7 powers and the general advantages and disadvantages of each:
Britain |
strongest starting region |
size at start makes enemies |
France |
good resource access |
requires aggressive growth |
Russia |
Trans-Siberian Railway |
locked in the north; few ports |
Japan |
island nation w/ large navy |
faces ferocious competition |
Holland (Dutch) |
isolated island region |
limited resources to gain |
Ottomans (Turks) |
can control Suez access |
faces immediate threats |
China (Qing) |
massive landpower |
no navy at all |
C. The Object of the Game (How to Win) -
The way to win the game is to control the most production centers at the end of
the last game session. On the board there are multiple regions on land and
sea. Some of these land regions are production centers, represented with
dots. This means
they have the resources to produce more units (they have population and natural
resources, etc.) If a nation controls 3 production centers, they may have
three units on the board (say, for example, two armies and a fleet). If a
nation controls 10 production centers, they may have 10 units on the board.
The goal of each nation is to control as many of these production centers as
possible. Early on in the game there are plenty of open (unoccupied)
production centers - thus it is easy for your nation to expand initially.
After a few turns, however, nations start bumping into each other. At that
point you must use cunning, diplomacy, and aggression to gain control of more
production centers. Whichever of the seven nations has the most production
centers at the end of the game wins. Points are awarded on the following
basis out of 30 points possible:
First Place |
36 (A+++) |
2nd |
33 (A++) |
3rd |
30 (A+) |
4th |
27 (A-) |
5th |
24 (B-) |
6th |
21 (C-) |
Last Place |
18 (D-) |
Units do not automatically get placed on
the board as soon as you take a production center, however. Instead, new
units are produced only between every other turn (I like to call this phase
"Getting Christmas Presents"). The GA determines what units will be added
and where they will be added. (They must be added in the home production
territories, not built somewhere else on the board.) Since it is every other
year, if in 1870 you take a production center, you do not get credit for it.
If, at the end of the next year you have stayed in it, you control it - you will get credit for it.
Once you have control of it - you do not lose control unless another country
takes it and holds it in a "purple" or Christmas Present year - you may freely move your units away from the production centers.
D. How the
Game is Played -
Once the class has been assigned/chosen nations, each Leader will get out a
sheet and title it with the name of their nation (this is separate from the
sheet which listed the group's names and roles). This is the Orders Sheet.
The game begins in the year 1870, which every Leader will write on the Orders
sheet. Each turn (representing two years) the groups will follow these
same steps:
(1) write the date - The Leader will write the date of the current year
of action, beginning with the first round in 1870.
(2)
inventory the armies and navies - The Leader, usually with the help of the
GA (General-Ambassador) will then list (in a column under the date) all the
nation's armies and navies. An "A" will be listed for each army followed
by the territory it is occupying; an "F" will be placed for each fleet, again
listing the sea or territory it occupies. No single piece may occupy more
than one territory; no army may occupy a sea territory; no fleet may occupy a
land-locked territory. Fleets may occupy the coast of a territory and may
also move along the coast (to an adjacent coastal area).
(3) negotiate and spy - once the inventory is complete, each team should
begin to plan (and write) their Orders. To do this, each nation may
negotiate and spy on the other nations, cut deals with them, find out their
secrets, or retreat into isolationism and reveal nothing and communicate little.
As information comes in through the Spies and GA...
(4) write Orders - ... The Leader should write down the orders for his
nation's military. There are four basic "Orders" and each piece may do one
"Order" per turn. The four basic orders are as follows:
Hold |
the unit does not go anywhere |
Move/Attack |
the unit moves from one area to an adjacent area (no
air flight). If the adjacent area is occupied, it is considered an
attack. |
Support |
the unit "lends its strength" to an adjacent unit OR
for another unit to go
to an adjacent area. This is the most
critical part of winning attacks. You can only support into an
area where you yourself could potentially move on your next turn. |
Convoy |
naval units may "carry" an army across water to land.
Navies on shorelines may not convoy. Several navies may be used to
convoy an army quite a distance, however, if any one of the navies in a
multi-naval convoy is attacked or fails to write orders correctly, the
entire convoy fails. |
The leader will write out the orders for each of the inventoried navies or
armies. Writing orders always follows the same formula:
F or A, followed by the area the unit occupies, followed by the type of
order given, followed by the destination or object of support (if any). If
a piece is holding, simply write "hold." If a piece is moving, use an
arrow to indicate movement ( ---> ). If a piece is supporting another
piece to either hold or move, indicate that it is giving support "sup." and what
it is supporting and where; if it is convoying, write "conv." and where the
final destination of the army being convoyed is located. See the examples
below:
F Red Sea ---> Gulf of Aden |
A Bombay ---> Karachi (conv. by F. Arabian Sea) |
F Arabian Sea conv. (A Bombay ---> Karachi) |
A Persia hold |
A Tabriz ---> Baghdad |
F Shiraz sup. (A Tabriz ---> Baghdad) |
Be sure that your Orders are written properly.
If they are not, they are ignored and your pieces default to "hold"
(5) hand your Orders in - Once you have completed writing your Orders,
have the Spy run them to the teacher. Once the first set of Orders are turned
in, the teacher will begin a three or five-minute countdown, at the end of which
any orders not turned in will be ignored. You may not ask to get your
Orders back to make revisions once they are turned in.
(6)
Resolve Conflicts (and get Christmas Presents every other year) -
Once all orders are turned in, the teacher will read off the results of what
every nation intended to do and will resolve conflicts. Conflicts are
resolved on a simple basis: (a) If one unit moves into an area unopposed, it
succeeds. (b) If one unit moves into an area where there is already a
unit, and has no additional back-up (support), it fails to move at all.
(c) If one unit attempts to move into an unoccupied area and another unit tries
to do the same thing, and neither one has support - both fail and the area
remains vacant. (d) If a unit tries to move into an occupied or unoccupied
area and has more support than any other unit either already there or attempting
to go there - it succeeds. (e) If a unit is being convoyed and the convoy
is attacked (successfully or not) anywhere along the convoy line - the convoy
fails. (f) If a unit is in place and is dislodged by an invading,
supported unit, it must retreat to an adjacent area. If it cannot, it is
destroyed. It may also NOT move into an area where the attacking unit came
from. (g) If a unit attempted to move into an area where a unit tried to move
out but was repelled, the teacher will resolve the conflict based on whose units
are involved. If it's only your own units involved you will have some
say-so in the matter.
If it is the end of a second year cycle, the GA will either add or remove units
based on the number of production centers controlled. If you have lost all
your territories - you cease to exist.
D.
Scoring Points at the End of the Session -
At the end of the session, points will be awarded on the basis of which nations
control the most production centers. (See the chart above)
Additionally every Leader receives three extra points. Any Leaders who
have lost their capitals at the end of the session lose 3 points. Any GA's
who have lost the non-capitals of their nation lose 3 points. Any GA's who
have captured all the non-capitals of another nation gain 3 points. Spies
with contracts can get their points added and the Leaders who signed them have
the points deducted. Any member of the group can voluntarily donate their
points to anyone else in their own group.
Further Questions and Explanations:
Questions?
Comments? Monetary Donations? Put 'em on the Web-site
and I'll convert them into FAQ's.
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Colonial Diplomacy
FAQ’s:
Question: How much time will we have to play in class?
Answer:
About 4 - 6 hours. One of those hours will be spent going over the basics,
though students should already have read these instructions beforehand.
Question: Are there any
confusing areas of the board we should know about?
Answer: Certain
peninsulas have two coasts (Arabia, Korea, Bangkok). If you move a naval
fleet onto one coast it may not simply hope overland and exit the other coast.
Certain other areas are bridged with arrows indicating that you may move either
a fleet or an army between the zones (note: Constantinople-Angora;
Hong-Kong-Canton; Singapore-Malaya; Kyoto-Kyushu; Davao-Cebu; Cebu-Manilla).
You may not move from Davao to Manilla in one move. Likewise, although
they appear close to each other, other territories cannot move between each
other without a convoy (ie. Ceylon, Sumatra, Celebes, Java, Otaru, Sakhalin).
The Philippines are also odd in that, with the exception of the Celebes Sea, all
other four sea regions surrounding the Philippines have access to all three
Philippine territories. (Celebes Sea only has access to Cebu.)
Question: Are there any
other confusing areas we should know about?
Answer: Yes, in fact
there are a couple. Whoever CONTROLS Egypt also controls the Suez canal
and may move fleets from the Mediterranean to the Red Sea or give permission
(but it must be specified) for others to do so. Lastly, the Russians have
access to the Trans-Siberian Railroad and may move pieces along any open length
of track. No other power may do so, even if they control the territories.
Question: Is it going to be on the test?
Answer: Of course. Life is the test. (A smart-assed teacher retort
to that inevitable and weary question.) On the other hand, if you are
asking if you will need to know information about the geography of each nation
or the general geography of Asia for the test the answer is: yes, the geography
issues are essential - the outcomes (who wins in the game) are not. The
actual outcomes (who wins in reality) ARE essential to the test.
Question: I was comparing my version of the play with the someone else's in the group.
I noticed that sometimes the translation was different, in
fact, his version even had swear words in it! Which one
of our versions is the right one? Which one should we use?
Answer: What a lame-assed question. These are FAQ's about the
Colonial Diplomacy Simulation, not about the Greek Plays. Yo! Get
with the program!
Question: Why don't you tell us which version to buy or get on line? Can
we buy one from you?
Answer:
Hello? Did you get the idea in the last response or not? Helllooooo?
(By the way, I sell Bibles, not Greek Plays.)
Question: So we can use the lots of swear-words when we play? Can we go to
class naked, too, if it is part of the tradition of our nation?
Answer:
Do what you want.... just remember - your peers are all involved, so, with that
in mind, don't do anything that would (a) embarrass you in front of your parents
at a parent conference and (b) will get me in trouble with the school
administration (who are kinda like *my* parents). It's okay to be crude and tasteless,
just don't be tastelessly tasteless. If you have specific questions, check
with me and I'll be happy to play the Morality Adjudicator for the simulation.
Answer: Absolutely.
And
if you don't, I simply deduct 20 points from the possible 100 for the project. You're responsible for teaching
your friends and classmates through that playbill. Do it any way you want,
beautiful work often gets extra credit - but remember, you need a copy for
everyone in class - and you will pass them out in the 3 minutes set-up time you
have.
Question: Are there any other
sites more helpful than this stupid one for explaining the game?
Answer: Yes - http://devel.diplom.org/
you may also want to try:
http://www.wizards.com/avalonhill/rules/diplomacy.pdf
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Just so you can see - there can be quite a variance of outcomes. What
follows are the two games played in 2006 by periods 4 and 5. In the first
example, Britain clearly took the lead and China was virtually completely
crushed. Russia and Japan weren't doing too poorly either. Clearly,
though, the Brits had just snagged some nasty critical bits of France and Dutch
Indonesia. In the second example (period 5) it was Britain which was
virtually crushed and China which dominated the world, with the French and the
Ottomans not doing too badly at all.
Period 4
Period 5
On the other hand, fate can be cruel.
In the period 5 example, two turns later, China was reduced to virtually nothing
as all its "allies" backstabbed it. I have seen virtually every different
country possible score a victory in the game. It all depends on how well
you negotiate, strategize, and participate.
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