The Versailles Clarion

News and Views on the Versailles Variant



Contents

Completed Games
Versailles Version 3.1 - Development Notes
Versailles Version 2.1 - For Six Players
Articles on Versailles

Authors Wanted: Want to write an article on Versailles for the Clarion, or respond to one already published? If you have something you'd like to put in, be it about design, the proposed new version, opening tactics, diplomatic interplay, additional options or whatever, your views are welcome. Comments on games running (within reason and not to disclose identities in 'gunboat' games) are also welcome. The exception to this will be anything regarding no-press games until after they are finished: there are just too many pitfalls involved.

The Editor (yours truly, Martin Kennedy) will be the final arbiter for submissions and reserves the right to suggest any agreed editorial amendments with the author prior to publication! Please e-mail me with your contribution at: kennedy4 AT bigpond DOT com.


Completed Games

Note: this area will be redeveloped once more games results are available. It will eventually include archived map files (with game history) and edited comments from the game EOGs. For now, outline results will be noted.

Both test games of the 'Versailles2' (six-player) Judge adaptation were completed on the USTR Judge. The press game, 'Weimar', was declared a draw in 1936, between Italy/Spain (20 SCs), USSR/Sweden (14 SCs) and Britain/Turkey (8 SCs). The other v2.0 game (no-press, 'Rhine') finished with a Britain/Spain solo in 1941.

The Games page gives details of games in progress at present (of which I am aware). A number of other formal and informal test games, including FTF, have been run over the last few months.

The Judge adaptation for 3.1 is now up and running on USTR. 'Kellog' (using the Judge standard rules, with fixed minors that count as an additional home SC for the parent Major power) finished on 14 April 2001, with a three-way draw between Italy, Poland and Germany in 1942. 'Savez01' - another v3_std game ended on 22 June 2001 with a Poland/USSR/France three-way draw.

Two v3_adv games (preferential choice of minors, duplex play) have also been completed on the Judge. 'Briand2' ended on 5 July 2001 with a four-way draw between France (paired with an eliminated Czechoslovakia), Italy (paired with an eliminated Yugoslavia), Turkey (with Greece, eliminated) and Poland/Sweden. 'Savez02' ended on 2 November 2001 with a Britain/Spain solo. 'V07' was a v3.1 advanced game played 'manually' on Dipworld. In addition to the preferential selection of minors, the minor powers (only) were allowed 'chaos' builds (that is, any SC owned by a minor became the equivalent of a home SC for that minor). That game finished on 21 July 2001 with a solo for Italy/Spain.

I'm in the process of compiling full game statistics for all completed games, plus some generalised statistics on the relative overall success, opening strength, longevity and survivability of the major powers. But in brief, the good news is that in the five v3 games listed above, each major power has shared in at least one draw or better.

If you wish, you can sign on to the USTR Judge, the Cat23 list or DipWorld, join any extant Versailles games as an observer and/or use the 'get history' command (on the Judge) to find out what has happened, or just follow the game on the Cat23 or Dip World lists: see my Links page for, well, links!

Versailles Version 3.1 Development Notes

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The full maps and map notes for Version 3.1 can be found on the Versailles Maps page. Below is a v3.1 map showing the designated starting positions for the standard game. If you want to check out the development notes for what changed from v2.0 to v3.0, or to see the previous map versions, have a look at Ye Olde Map Vault page.



Default Major/Minor pairs (unless preferential selection of minor powers is enabled by the GM):

Britain/Egypt
France/Rumania
Germany/Yugoslavia
Italy/Sweden
Poland/Spain
Turkey/Czechoslovakia
USSR/Greece

Map Changes

Version 3.0 explored the option of going to a '7/7' power mix - ie 7 majors and 7 minors. I have decided to go with this as the primary Versailles design, as I think it is better balanced and leads on logically from the original dip game, even if its less historically accurate. Version 3.0 also incorporated some other ideas for balancing the starting positions, particularly with Spain, France and Poland. Some of those experiments have been retained, others dropped or amended. I've summarised the main changes - and a few alternatives which were not incorporated - below.

Many have considered Spain to have unduly easy starting options in v2.0 and, though to a lesser extent due to some map changes, in v3.0 as well. This time, I've removed the South Atlantic Ocean sea province introduced in v3.0, but have converted Morocco to a non-SC province. Spain does however get its fleet back. Also, in the default set up, Spain is paired with Poland, in an attempt to pair what seem to be the strongest minor and the weakest major.

The extra domestic French SC in Lyon, which was introduced in v3.0 to compensate for the inclusion of Belgium as one of the two new minor powers, has been removed, as Belgium is no longer a minor and Britain has been reduced to a 3 SC power also. I have decided to go back to the original diplomacy map again as much as possible in the west, though with a few exceptions. Reducing France and Britain to 3 SCs each balances things up a bit better, I think, with relation to the other Major powers. We'll see how it plays.

Egypt has been hived off Britain and replaces Belgium as the seventh Minor power. However, in the default designated Major/Minor pairings, Egypt is paired with Britain. Britain seemed to be doing inordinately well in most of the tests of v2.0 and v3.0 (especially when a free set up is used and they can build a fleet in Liverpool), so I decided to try a little evening up.

In the most recent change (1 Jan 00), at the suggestion of a play-tester, the border of Slovakia has been pushed west, so that Krakow does not directly border Prague (giving both just a little more space). Part of the same suggestions was to also insert a Sudetenland province to separate Prague from Munich also. As yet, I have decided not to do this, though there is some historical and game play logic to it: the real Sudetenland was such a small and artificial creation that at present I don't want to further crowd the map by inserting it. We'll see how it goes.

The biggest change to the map is the shortening of the eastern map edge. There just seemed to be too many provinces there, especially in the USSR. I also came to appreciate the configuration of the original diplomacy map in that area, so the v3.1 map now quite closely resembles it in the east, though updated for the new national borders and still extended south to embrace more of the Middle East and North Africa. As an aside, this means the much-reviled Caspian Sea province is no more (please imagine a small tear forming in your humble correspondent's eye).

I made some cosmetic province name changes, due entirely to some good points raised by observers/players (many thanks to you all - you will recognise your handiwork). Serbia became Beograd (using the Slavic spelling in the Western alphabet) - the main reason I hadn't called it Belgrade before was that it would have clashed with Belgium. Anatolia was converted to Kurdistan, while Istanbul was converted back to Constantinople (to be consistent with my use of Smyrna for what is now Izmir). I could have gone either way, but decided to use the old forms to provide more continuity with the original diplomacy map (and for the familiarity of players used to those names). Narvik was converted to Lappland, on advice from a Norwegian expert!

Many (by no means all though) people thought that Switzerland should either be made impassable (as in standard dip) or something else done to reflect its special geographical and historical circumstances. Whilst acknowledging the arguments, I have declined to make the change. Basically, I wanted the extra SC there, I don't like stalemate lines (which having Switzerland as a traversable province helps to prevent) and I liked the idea of it becoming a bone of contention between France, Germany and Italy. It seems to work OK in Modern (a very widely played and - I reckon - enjoyable variant) so it stayed in.

Despite the fact of there now being seven majors and seven minors compared with the 6/6 configuration in v2.0, due to the surgery applied to v3.1, there is only one more SC in that than in v2.0 (43 as opposed to 42), so the victory target (22 SCs) remains the same. Time will tell as to whether the new configuration achieves a reasonable balance.

Other Changes

I have dropped the experiment of Minor powers only being able to start with armies in games using the designated set up. I felt this ended up being a bit restrictive. Most of the choices were fairly clear as to which each should be, except perhaps for Greece: I went with an army, otherwise there is no scope to move to either Beograd or Bulgaria in the first year. However, a fleet could also be useful, depending on one's plans. If anyone is really keen to change it (or any of the other start up configurations), they should insist on playing the free set up rules!

The rival schools of thought on whether there should be 'standard' Major/Minor power match-ups had some good points on both sides. The article in the section below goes into the subject in more details, as it applied to v3.0. I like the flexible option and added spice of preferential Minor power selection, but also the ease, balance and consistency of the set pairs. So, for both manual and Judge play, I have provided a basic 'standard' version, where pairings and starting locations are designated; and an 'Advanced' version, where the GM chooses as many options as he likes when setting up the game. For the Judge in particular, the 'standard' game (while not as variable perhaps) is very much easier to manage using the Judge parser, which provides a number of (surmountable but irritating) administrative problems for the GM and complexities for the players when in the 'duplex' mode (required for playing separate minors). Still, the advanced duplex mode is workable, as demonstrated by the v2.0 Judge test games - both of which used duplex play.

Thanks

Finally, as with the previous versions of Versailles, many thanks to everyone who has offered comments and guidance. It has been and remains very much appreciated. I hope the ability of you all to help contribute to the development of the variant gives you some feeling of ownership of the product, contributes to your enjoyment of the game and may also encourage you to recommend it to others so that the number of people playing Versailles continues to grow. This is still a work in progress, so any more comments are always welcome.


Version 2.1 - For Six Players

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The full maps and map notes for Version 2.1 can be found on the Versailles 2.1 page.

The original Versailles prototype was a six player game. In Version 3, that was brought up to seven by making Turkey a Major power. However, the six player version had its following and for those people, or as an alternative to those who may play face to face and may only have six players available, I have reworked the original v2.0 map to bring it up to date with the developments made since.

Below is a v2.1 map. The set starting positions and pairings for the standard game are detailed below. If you want to check out the development notes for what changed from v2.0 to v3.0, or to see the previous map versions, have a look at Ye Olde Map Vault page.




Six Major Powers (18 SCs):

Britain - 3 SCs (F Lon, F Edi, A Liv)
France - 3 SCs (F Bre, A Par, A Mar)
Germany - 3 SCs (F Ham, A Ber, A Mun)
Italy - 3 SCs (F Nap, A Tri, A Rom)
Poland - 3 SCs (F Dan, A War, A Kra)
USSR - 3 SCs (A Len SC, A Mos, F Sev)

Six Minor Powers (all 1 SC - 6 SCs total):

Egypt - (F Egy)
Rumania - (A Buc)
Spain - (F Mad)
Sweden - (F Swe)
Turkey - (F Con)
Yugoslavia - (A Beo)

Default Major/Minor pairs (unless preferential selection of minor powers is enabled by the GM):

Britain/Egypt
France/Turkey
Germany/Rumania
Italy/Sweden
Poland/Spain
USSR/Yugoslavia


Articles on Versailles

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Peace in Our Time

by Craig Murray, March 2002

Craig has written a comprehensive intoductory article on Versailles for the Fall 2001 Dip Pouch Zine issue. You can read it by clicking here. Craig gives some introductory comments and goes through some good starting strategy notes and openings. Well worth a look.


Major-Minor Pairs: To Fix or Not to Fix?

by Martin Kennedy, June 1999

[Note: this article was written for the v3.0 version, but the general argument remains current]

Some suggestions have been made by players and observers of Versailles that it might be worth fixing the major-minor power pairs for the 'basic standard' game of Versailles (in both the six- and seven-player versions). The main aim of doing this would be ensure playable, even balances and avoid the creation of what in effect become four or five SC contiguous nations (in v3, France and Belgium or Spain, Poland or Germany and Czechoslovakia, Italy and Yugoslavia, Turkey and Greece, USSR and Rumania, etc).

While I think there is a lot of fun and merit in allowing the preferential choice of minor powers (before you know your preferences in the Judge version, after in Manually Adjudicated - or 'MA' - games), I do actually also quite like the idea of picking set pairs. But only if it is done for purely game play purposes, as opposed to any historical relationships. This is in keeping with my 'alternative history starting in 1929' philosophical approach to the design and development of Versailles.

Defining a 'Base' Versailles Game

The idea of fixing pairs in the standard versions (v2 or v3) and keeping minor preferences as an optional extra is growing on me the more I think about it. It could be combined with the designated unit starting positions to define the 'default' Versailles game. Then, those interested in spicing things up could go for one or both of a free unit set up and the choosing of minors by preference. Or a GM could designate his own preferred match-ups in his initial game listing (on the Judge) or invitation to players (MA games).

Judge Play and Administration Simplified

A by-product of setting fixed major-minor pairs for the would be to make power allocation and player replacement much simpler. On the Judge, 'duplex' play mode (ie controlling two or more discrete powers in the same game) can be enabled, but it has many play and administrative restrictions. For instance, the 'liberation' rules which can apply between a players major and minor powers in an MA game cannot be applied to a Judge game using duplex rules. And because the summary command can be used to reveals pairings anyway, you can't even use the Judge to create genuine mystery around who controls which minor power even in a gunboat game. So, using duplex mode on the Judge, you still lose flexibility compared to manual play anyway, while the chances of needing additional GM and even Judge Keeper intervention (to fix up things like incorrect preference submissions and replacing two-power defaulters) are dramatically increased.

Possible Pairings for Versailles v3 (the new seven player version)

So, developing some suggestions from Bill Highfield and others, I've tried to come up with some major-minor pairings which provide separation (though not by too far), and where the location of the selected minor offers something extra strategically for the major, particularly later in the game (if they are still around, that is). Also, the location of the minors should not lead to virtually 'automatic' conflict or alliance between the owning majors (say like Germany-Spain, Poland-Belgium or France-Czechoslovakia might tend to do). Here is a provisional list of designated pairs for Versailles v3, with some brief reasons behind the choices:

1. Britain-Yugoslavia. This gives Britain a presence in Central Europe/Balkans region, but with a degree of separation from Egypt too.

2. France-Rumania. France gets an eastern base, plus a position as a possible power broker between the USSR, Turkey and Poland.

3. Germany-Greece. This pair would provide Germany with that Mediterranean presence it can never get in standard dip, plus some bargaining power in the Balkans.

4. Italy-Sweden. Adding Sweden would balance Italy's Mediterranean and Balkan focus with a northern position, providing increased diplomatic interaction with Britain, the USSR, Germany and Poland.

5. Poland-Spain. Matching Poland with Spain would give one of the weaker majors a strong minor, plus diplomatic leverage with France and thus (by inference) Germany, or even Italy and Britain.

6. Turkey-Czechoslovakia. This would provide Turkey with a central European base, and some direct diplomatic interests with Germany and Poland. It would ensure that Czechoslovakia is in the hands of a third and more distant power, whereby one or the other side may be favoured, or neutrality observed, from one turn to the next.

7. USSR-Belgium. Owning Belgium would provide a western fleet-capable base for the Soviets, together with diplomatic involvement at a crossroads of western interests between Britain, Germany and France. Again, as with Czechoslovakia, it ensures a fourth power other than an immediate neighbour controls this vital western nexus.

Diplomatic and Strategic Impacts

So lets look at the scope of direct initial diplomatic interests between players (measured by close proximity of the major or controlled minor to neighbouring powers in both locations):

Brit-Yug: Fra, Ger, Ita, Tur, USSR [Pol-Spa not too far off]
Fra-Rum: Brit, Ger, Pol, Ita, USSR [Tur-Cze not too far off]
Ger-Gre: Brit, Fra, Pol, Ita, Tur, USSR
Ita-Swe: Brit, Fra, Ger, Pol, USSR [Tur-Cze not too far off]
Pol-Spa: Fra, Ger, Ita, USSR, Tur [Brit-Yug not too far off]
Tur-Cze: Fra, Ger, Pol, USSR [Fra-Rum & Ita-Swe not too far off]
USSR-Bel: Brit, Fra, Ger, Ita, Pol, Tur

The match-ups above should achieve the aim of giving powers at opposite ends of the board (like Britain and Turkey or USSR and France) direct reasons to interact from the start. Powers that are traditionally somewhat isolated from many of the others at the beginning of the game in standard dip (England and particularly Turkey) now have either a direct or fairly close indirect basis to interact with all the other powers, from the start.

Some interesting little juxtapositions thrown up by the proposed pairs:

* The traditional Britain/France/Germany triangle is complemented in the Balkans by their three minors: Yugoslavia, Rumania and Greece.

* If a Germany/USSR partition of Poland was sought, to be countered perhaps by a France/Poland arrangement, Poland could bring Spain to the table to influence France and ensure her a protected flank, while the USSR would similarly bring Belgium to the table with Germany.

* Should Turkey intervene to either take advantage of or try to prevent a Germany/USSR partition of Poland, it has Czechoslovakia as a bargaining chip, together with the capacity to either distract or lay off the USSR in the south. The German ownership of Greece would also come into play as a Turkish consideration, which might then drag Italy and Britain into the equation.

* The Italy/Turkey relationship is spiced up by the fact that all the intervening Balkan minors are owned by different majors (Britain, France and Germany) whose aid or enmity would inevitably be invited.

* Britain and Italy are both well situated to become participants in any continental manoeuvring, or to become a complementary alliance of their own. Alternatively, they could become engaged against each other in the Mediterranean, the Balkans and in Scandinavia: three different 'mini-campaigns'. This, between players whose major power home locations are not even in close proximity to each other at game start.

* A Britain/France conflict would be matched by a Yugoslav/Rumanian conflict in the Balkans, giving diplomatic options to Poland (via Spain), Germany (both in the west and via Greece) Turkey, Italy and the USSR. Vice versa for Britain/Germany or France/Germany conflicts (or combinations thereof).

Naturally, these are only some of the many themes which could be explored - fewer than with preferential minor selection, but a good deal nonetheless.

Possible Versailles v2 Pairings

For the six player version (Versailles v2), the same types of argument apply. Match-ups could be:

Britain-Czechoslovakia
France-Rumania
Germany-Turkey
Italy-Sweden
Poland-Spain
USSR-Yugoslavia

How would it work?

On the Judge or as an MA game, the base Versailles game (either v2 or v3) would have pre-set major-minor match-ups and designated unit positions at the start. On the Judge, duplex mode would not be used: instead, the minor would be programmed as part of the major power, thus Belgium (for instance) in v3 would appear as a home SC of the USSR, and so on. This would allow re-conquest of minor SCs, or the equivalent of 'lend-lease' building in the remote minor SC from gains made by the major power elsewhere (much as is possible with Britain and Egypt, or with France and Syria in v2). Keeping the 'standard' format identical between Judge and MA games would allow a common map to be used for both (depicting minors in the same colours as the owning major). Meaningful comparisons between the two media could be made in terms of opening strategies, diplomatic theories and approaches, mid- and end-game analysis, assessment of play balance and so on. It would also assist players (like me) who use both systems to play their diplomacy, where consistency would be a great bonus.

The 'free' game on the Judge (which would be coded separately), would feature duplex play with discrete minor powers and preferential minor power selection (as is currently the case). It would start in Winter 1928, allowing free builds (if desired). Naturally, if the GM wanted only the minor preferences but wished to stick with designated set ups, or allow free major set up but armies only for minors at the start, that could be directed in the initial game instructions, or even enforced through using the 'become' command at the commencement of the game. For MA games of course, any number of different options can be incorporated, limited only by the imagination of the GM. Again, the same map, depicting the minor powers discretely, could be used for both the Judge and MA games.

Please mail me if you have any comments or suggestions on this idea either as a general proposition, or regarding the detail of the proposed pairings or implementation (particularly for the Judge, which by its nature the game format must be more closely defined and less flexible).

Martin Kennedy
15 June 1999

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This page last updated on 16 May 2002