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Game Of Thrones, Diplomacy (board Game) Feudalism Variant
Game of Thrones, Diplomacy (board game) Feudalism Variant
Summary: This is an Idea for a Diplomacy board game variant with teams of semi independent vassals "controlled" by (but more like working with) their overlords. This is based on a song of ice and fire books and map and introducing feudal mechanics.
An approximation of Starting Locations:

Source: https://tvtropes.org/pmwiki/pmwiki.php/TabletopGame/Diplomacy
Here's a brief summary of Diplomacy's rules and some quick resources to understand the game if you don't know the game but still care to read this post:
https://en.wikibooks.org/wiki/Diplomacy/Rules
https://www.youtube.com/watch
https://www.youtube.com/watch
I had an idea for a variant of Diplomacy (though I confess to barely having played, and mostly consumed Diplomacy content) based on the feudal system of GRRMâs A Song of Ice and Fire.
The variant would use a map of Westeros (and possibly a few Free cities, Braavos, Tyrosh, Pentos, even a Triarchy player if doing a Dance of Dragons game). The variant would have to have key changes from actual Diplomacy rules. Because the foundational idea for this variant is that each team's three starting supply centres are controlled by independent Lords/Ladies.
So for example The North is ruled by House Stark in Winterfell (supply center) but House Bolton and Manderly are on Stark's team and control one supply center each (the Dreadfort & White Harbour respectively). This allows for similar complex feudal dynamics like those that appear in ASOIAF. Ex. Vassals could betray their Overlords and join another team, ignore their overlord, destroy other vassals in feuds, threaten their Overlord if they are stronger and become overlord themselves by vassalizing the previous overlord or destroying them.
I can imagine win conditions being 1. Overlord Victory: complete domination of majority of supply centers (unlikely), 2. Great Council Victory: Winning the fealty of enough players that supply points become a majority (Team win), 3. Age of Heroes Victory: splitting Westeros into independent Kingdoms by agreement so no one has a supply center majority (Multi Team Draw).
Available Houses (Overlords in bold)
The North
Stark of Winterfell
Bolton of the Dreadfort
Manderly of White Harbour
Westerlands
Lannister of Casterly Rock
Marbrand of Ashmark
Brax of Hornvale
Riverlands
Tully of Riverrun
Bracken or Blackwood
Frey of the Twins
Vale
Arryn of the Eyrie
Royce of Runestone
Corbray of Heart's Home
Crown/Stormlands
Targaryen of King's Landing/Dragonstone
Velaryon of Driftmark
Baratheon of Storm's End
Reach
Tyrell of Highgarden
Hightower of the Hightower
Rowan? Peake? Tarly?
Dorne
Martell of Sunspear
Yronwood of Yronwood
Dayne of Starfall
Iron Islands
Greyjoy of Pyke
Harlaw of Ten Towers
Goodbrother of Hammerhorn
The Crownlands and Stormlands are combined because Targaryen, Baratheon, and Velaryon are all Valyrian houses; + the Baratheon Stormlands act more of a source of soldiers than an independent region (in my opinion). This setup limits the # of players while also allowing for different eras of play. (Pre Robert's Rebellion it's Targaryen, Baratheon, and Velaryon and post Robert's rebellion it's Baratheon of Storm's End, Baratheon of King's Landing and Baratheon of Dragonstone (hail to the true King Stannis!)). You can still do Baratheon civil war though! Switching around Loyalties, the Reach becomes loyal to Storm's End, The Westerlands loyal to King's Landing and Dragonstone all alone or with some other loyalty.
Houses can be changed for different eras:
Pre conquest: Teagues instead of Tully's or house Hoare of the Iron islands controls the riverlands and house Gardener replaces Tyrell.
If before the Rains of Castamere House Reyne replaces Brax or Marbrand.
Geography/Gameboard (Reference Map Below)
Regions:
The South riverlands & northern reach (middle of the south) would be at the start a big uncontrolled area. (especially Harrenhal but also Maidenpool, Duskendale, Bitterbridge.)
The River Fever would act as a canal & connect the Bite and Saltspear
Mountains of the Moon are impassable terrain except for the high road. (still vulnerable to naval invasion)

ADWD Westeros Map (North left) (South right) Source: https://atlasoficeandfireblog.wordpress.com/2016/02/23/the-maps-of-a-song-of-ice-and-fire-a-dance-with-dragons/
List of possible supply centres/regions
Starting centres:
Kingâs Landing
Dragonstone/Driftmark
Stormâs End
Highgarden
Oldtown
Starpike
Sunspear
Starfall
Yronwood
Lannisport/Casterly Rock
Golden Tooth/Castamere
Pyke
Harlaw
Riverrun
The Twins
Raventree Hall/Stone Hedge
The Eyrie/Gates of the Moon/Bloody gate
Heartâs Home
Runestone/Gulltown
Winterfell
White Harbour
The Dreadfort
Open centers or spaces: Karhold
Barrowtown/Torrhenâs Square
Harrenhal
Maidenpool
Duskendale
Nightsong
Bitterbridge
Goldengrove
Griffinâs Roost
Stonehelm
Seagard
The Arbor
Braavos
Pentos
Lys
Myr
Tyrosh
Some Atheistic suggestions for flaunting power (If you don't care skip to Other Mechanics section).
Power in Westeros isn't that of a nation state but a Family so to adopt those same trappings of power instead of playing a country you are playing a house/character of that house.
Titles: a player can take or make up different titles based on what they are doing or their goals, a fun way to try and bribe someone might be offer a fancy title (typically with lands or responsabilites):
Independent Kingdom title examples
King/Queen in the North
Iron King/Queen (Iron Islands)
Prince/Princess of Dorne
Queen/King of the Rock (Westerlands) (If not in control of Casterly rock take the title King/Queen of the Westerlands)
Queen/King of the Rivers (Riverlands)
King/Queen of the Vale
King/Queen of the Mander
Storm Queen/King
Great Houses Vassal Titles examples
Lord/Lady Paramount of (insert Region)
Warden of (west, north, east, south)
Smaller vassals making a bid for independence might use their royal titles
King/Queen of the Torrentine (Dayne)
Red Queen/King (Bolton)
If making a bid for the Iron Throne and rule of all Westeros you could offer someone the title of Hand or a position on your small council.
For other title ideas see the ASOIAF wiki:
https://awoiaf.westeros.org/index.php/Category:Titles
https://awoiaf.westeros.org/index.php/Kingship#Known_Titles
If a "character" doesn't fall into the gender binary of those titles there are many gender non conforming characters in ASOIAF so following from their example a player can: Make a new title, say their character defies gender norms while using the same title ex. Loreon V Lannister "Queen Lorea", use both etc. It's the player's prerogative.
House Trappings
Messages are sealed or marked with the sigil of that house.
Players' are given their house names. Ex Percy who is playing house becomes Lady/Lord Percy Other players can use this in negotiation. Being respectful by adding the titles or being rude by omitting them. To even go further an enemy can refer to a player solely as Bracken (a house name) or an insult like Wolf Idiot to a Stark player.), A player can also address someone by their old title to offend them if they've taken a new shiner title or to gain favour if the other player's lost that title.
I can also imagine renaming some stuff
Treaties = Oaths
Supply Centers = Castles
Messages = Ravens
When an Overlord and vassals talk together = War Council
When Multiple Overlords & Vassals talk = Great Council
Loyalty = Fealty
TIME KEEPING
I would assume the two most desirable starting dates for ASOIAF diplomacy are 298 AC right before the events of A Game of Thrones and 282 AC before Robert's Rebellion. Other starting dates could be Aegon's Conquest in 0 AC or the Dance of the Dragons in 129 AC.
In regular Diplomacy a year is split into two seasons. This does not work because seasons in ASOIAF are longer than years. Therefore turns needs must be divided using different terminology, I would propose Six Moons (months in asoiaf), or early (insert year) and late (insert year).
OTHER POSSIBLE MECHANICS
ASOIAF is a story that examines numerous themes and so maybe certain mechanics can be introduced to reflect this diversity of actions.
Supply points can be gifted to vassals. Promising supply points can be a way to flip an enemy vassal.
Independent armies and rogue lords/ladies (Beric Dondarrion). If someone's last castle is taken but their army remains intact, instead of eliminating that player they could be allowed to fight on, through original diplomacy rules by taking a new supply center, or by new rules convincing another lord or their overlord to give them a new castle before their elimination (Ex. offering to stab their overlord in the back for being given a supply center by an enemy lord) or by respecing how to kill armies so they can exist independent of supply centers that way there could be rogue lords/ladies like Beric Dondarrion or (SPOILER) like how Robb Stark is able to fight even when Winterfell was lost (possibly not the best example since Robb had other castles at this point).
Independent armies might allow for a Golden Company or Blackfyre player. (or Maybe they just control Tyrosh).
Marriages. A strong part of ASOIAF is marriage. Maybe two players can unite their cause through marrying each other forming a marriage pact. This could combine their personal armies (meaning they are now permanent teammates) Or if that's too limiting on each other maybe they both get full vision of each other's messages (after all, living in the same castle).
Valyrian steel swords. I guess a player could claim to have one of these
Gay Alliances- Maybe only the Dornish can have official same-sex marriage style alliances (I know there isn't gay marriage in the books) while the rest of Westeros limits its alliance options. Maybe everyone can do whatever when it comes to marriages... if you really wanna be true to the series maybe you're marrying off random cousins who read the other player's mail.
Sexism- I don't think is a great board game mechanic or thing but its a theme of the story.
Magic- I think this might add unnecessary complications. Ice zombies or red witches are cool but I have no idea how they'd be implemented. (Maybe a 3 vs 1 style game where one player commands undead ice hordes and a team of others command separate armies (that don't respawn like in War of the Ring LOTR strategy board game)).
Weather. In ASOIAF weather is wonky and affected lots in medieval society and the books. Or maybe it can be shuffled aside in the same way Diplomacy shuffles aside weather. After all Diplomacy is focused on scheming relationships not so much army management.
Siege warfare (castles), GRRM tends to downplay siege warfare so it's something that could be waved away like in Diplomacy. Maybe ChevauchĂŠe just works really well.
Creatures (Dragons, Krakens, Direwolves) Air and sea and land monsters. Maybe Dragons can give attacking support anywhere on the map (no adjacency) or smth.
Assassination... It's a thing in ASOIAF but I don't see how it could influence a game where individual players can't be killed unless their supply centers are destroyed and armies annihilated.
Money? Probably not since once again Diplomacy is focused on scheming relationships not so much financial management.
Religion. Maybe an effect on who you can marry, maybe not. Likely irrelevant other than for aesthetics.
I have also cut out the Night's watch and the Wildlings. I'm not sure how to add them and I don't think they should be added, what would they even do? The Night's Watch is supposed to take no part in Westerosi wars (I know they could do otherwise but still) and the Wildlings are mostly always decentralized. It would add too many more players I think.
Other than all that I'd Imagine Army units become re-skinned into Knights and Fleets stay as Fleets or Ships.
Solutions I can think of:
To solve the issue of players dying too quickly early on by losing their castle (If indeed that is how elimination will work) supply centers can be augmented so each player can easily get one at the beginning of the game.
In classic diplomacy there are 7 players, 34 Supply centers, 56 land tiles and 19 sea tiles. In this variant I know there will be 8 teams, but other than that have no idea. Maybe if I matched the original ratios of supply centers it would be around 24 starting controlled, out of 37 supply centers (this is assuming that only 8 regions of Westeros with three supply centers are players not including Free cities).
The whole point of this big post is that I have a small idea. But I am not a board game freak or good mathematician. My question then is: does this idea hold any water mechanically? Instead of expanding the map like in other mass diplomacy games it splits up the map. It would require a lot of players (22-24ish) I know there are some big diplomacy variants but this player requirement would make this variant tough to test. From what I have found this idea is similar to chaos diplomacy or in regards to having single control point nations like with minor powers in the Diplomacy Versailles variant. I know there are ASOIAF diplomacy variants but I wanted something that reflects the feudal nature of Westeros. I'd like people's feedback who know better about Game Design or Game theory on how to design something like this but better thought out in terms of maths and adjacency of regions with map design. Or you can tell me you like it or hate it. I'd love some thoughts.
I also posted this here on reddit: https://www.reddit.com/r/diplomacy/comments/195zhm2/diplomacy_board_game_variant_idea_adding/
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More Posts from Trogthefrog
What Was Stannis' Plan for the Blackwater?
Iâve been thinking on what the point of the Battle of the Blackwater (henceforth BotB) was strategically for Stannis. And I'd argue it was to gain the Reach to his side.
I will not argue the BotB was not a huge series of fuckups on Stannisâ part. Even so there was a point. Winning that battle was possible and a reasonable goal. I think, in Stannis thinking, the problem would have been the aftermath. He'd be stuck with a wounded army, an at least partially damaged fleet and an entire city to feed. Somehow this was a desirable goal. In my opinion the victory is what makes that battle desirable because the battle wasn't just to take the capital (although that's very important) but to gain the capital to get the Reach to join him. I think the cart before the horse analogy works here.
As Rhaenyra I, Daemon Blackfyre, Robb Stark and Robert Baratheon prove, winning battles brings allies because they see your strength. The blackwater would have been Stannis' Whispering Woods or Summerhal, like how Rhaenyra capturing KL gave her legitimacy.
It's same reason as fighting the ironborn in the north gives him allies in ADWD. In westeros winning proves strength. In ACOK the Stormlords and Reacherlords he gets from Renly's death were all he was gonna get at that point. He needs more men to win the entire kingdom, and the Vale won't fight but the Reach might. With Tywin distracted by Robb Stark at Harrenhal. Stannis knows Tywin could come down from Harrenhal to defend KL and he knows that the Tyrell forces are sitting at Bitterbridge in a leadership crisis. It was is the perfect time to strike while KL was undefended and win an *almost certain* battle to prove himself. When I say almost certain remember BotB is 20,000 of Stannis' trained soldiers against mostly a few thousand gold cloaks and a small (in comparison) number of knights.
By taking KL Stannis eliminates his rival claimant (Joffrey) and proves he should be followed as a victorious king. Specifically to the Tyrells who have the sheer military numbers to win the war as well as food supplies for KL. If the Stannis won faster the battle might've solved all of the problems it would cause. Namely supplying a city and military casualties.
Building Your Home Pharmacy
So you're in the OTC med section of the pharmacy. You've got 100 bucks burning a hole in your pocket (or maybe like $15 cause you're just starting). You're a new adult who wants to build yourself a tidy home pharmacy.
Well first you've got to know some stuff about over the counter (OTC) meds. This is the post to help you do it.
What are OTC meds? They are medications you can buy from a pharmacy or grocery store without needing a prescription. They have been deemed relatively safe and relatively easy to dose without a doctor's intervention. This does not mean they can't be dangerous, just that the general public can generally be trusted not to accidentally kill themselves with them on the regular. Keep that in your mind for later.
Note that all the medications discussed below are given in their generic names. In order to find these names, look below the brand name on a medication bottle:

Pain Medications:
Acetaminophen/Paracetamol: This is a non-NSAID pain reliever and fever reducer, so it's great for people who can't take NSAIDs due to stomach or kidney issues. Works best for headaches and fevers, but works on other types of pain as well. Technically works best as a suppository, but still works some orally. No increased risk of bleeding. Don't take more than directed. Seriously. This one can kill you or seriously damage your liver.
Ibuprofen: NSAID. Works against pain, inflammation, and fever. Take on a full stomach or you could get ulcers. Don't take if you have kidney problems. You can take this with acetaminophen.
Naproxen: NSAID. Probably the most effective for pain, but works against inflammation and fever as well. Lasts 12 hours. Don't take high doses continuously or you will get kidney problems. You can take this with acetaminophen.
Aspirin: NSAID. This was the first NSAID and it's definitely here to give you stomach ulcers if you don't take it on a full stomach. Technically it works for pain, inflammation, and fever. Most people today take it as a blood thinner. You can take this with acetaminophen.
Allergy/Cold/Congestion Medications:
Diphenhydramine/Doxalamine: First Generation Antihistamines. These are great for nighttime allergies, coughs, insomnia, nausea, and itching. Most people get drowsy from these, but some people get really hyper, especially kids.
Cetirazine/Loratadine/Fexofenadine: Second Generation Antihistamines. These work for allergies and itching and don't cause as much drowsiness.
Phenylephrine/Pseudoephedrine: Decongestants. These work by mimicking epinephrine, making the blood vessels in the nose and sinuses smaller. This makes the nose and sinuses less stuffy, but it raises blood pressure (so don't take if that's a problem for you). Pseudoephedrine is also restricted- you must be an adult to purchase and you can only buy so much. You have to talk to a pharmacist to get it because it can be used to make methamphetamine.
Triamcinolone/budesonide/fluticasone Nasal Spray: These are steroid sprays. They work similarly to the decongestants but only in the nose, and generally don't travel to the rest of the body.
Guifenesin: This is an expectorant, not a decongestant. It works by thinning the mucous in the lungs and airway. This makes it easier for you to cough it up. You have to drink a lot of water with this for it to work, though.
Dextromethorphan: This is a cough suppressant. It works by blocking signals in the brain that tell you to cough. Pretty much everything interacts with this one so if you take any medications talk to your doctor first. Depending on where you live you may have to talk to a pharmacist to get this one due to the potential for abuse.
Digestive Medications
Loperamide: This is an antidiarrheal. It works by decreasing the amount of squishing around your intestines are doing, which helps you hold your diarrhea and lets you continue to function. It is an opioid, but is not absorbed from your digestive tract so it doesn't make you high.
Bismuth Subsalicylate: This works for diarrhea as well, but also nausea, heartburn, and the prevention of traveler's diarrhea. Don't take if you're allergic to salicylates or aspirin. Taking this for an extended period of time can also cause bismuth toxicity.
Calcium Carbonate: This is an antacid. It is very basic pH wise, so can help change the pH of stomach contents pretty quickly. This is usually used for heartburn. If you take any other medications, this can prevent you from absorbing them if you take them within two hours. Using for long periods can cause rebound heartburn when you stop taking it.
Cemetidine/Famotidine/Ranitadine: These are gastric acid reducers, and they work by blocking the type of histamine that is necessary for the production of stomach acid. They are usually used for heartburn and ulcers.
Omeprezole/Esomeprezole: These are also gastric acid reducers, but they work by blocking a different part of the very complicated way our stomachs make acid. After years and years of taking these you might get some bone density problems.
Bisocodyl/Senna: These are laxatives. They work by increasing the movement of the intestines. It's important not to take these consistently unless you can't poop at all without them, or you seriously will not be able to poop without them.
Docusate/Propylene Glycol: These are stool softeners. They work by increasing the amount of water in the intestines. These are pretty safe to take all the time if you need to.
Simethicone: This is a surfactant. It works by accumulating all the gas bubbles in the intestines so they can be expelled. It's usually used for painful gas.
Topical Medications:
Clotrimezole/Miconazole: These are antifungal preparations. They treat yeast infections, athletes foot, jock itch, and ringworm.
Triple Antibiotic Ointment: This is a cream that contains antibiotics. Ostensibly you're supposed to put this on small cuts to decrease risk of infection. IRL just clean it with soap and water and then put some vasaline on it. Studies have shown it works just as well.
Hydrocortisone: This is a steroid cream. You put it on itchy things (bug bites, poison ivy, etc...) and it makes them not itch as much. This one actually works and is generally better than diphenhydramine creams that can't be used on poison ivy.
Permethrin: This is an insecticide. It will help get rid of head and body lice.
Zinc Oxide: This is a skin protectant. It helps prevent diaper rash and chafing. It also makes things feel better once you've already chafed. Technically it is also a sunblock, but it will make you look like a ghost while you're wearing it.
Family Planning:
Levonorgestrel: This is known as the morning after pill. It works by blocking ovulation, so that a sperm and egg cannot meet, preventing pregnancy. It can be taken up to 5 days after unprotected sex, though it works better the sooner it is taken.
Devices:
Blood Sugar Meter/Strips/Lancets: These help measure the amount of sugar in your blood. They are usually used by people with diabetes.
Blood Pressure Cuff: This measures blood pressure automatically with a cuff around the upper arm or wrist. It is usually used by people with high blood pressure.
Ketogenic Test Strips: This measures the amount of ketones in the urine. Ketones are a byproduct of fat breakdown, usually found when the body cannot breakdown carbohydrates for energy and begins to break down fat instead. Usually people who are on a ketogenic diet or people with diabetes use these.
Peak Flow Meter: This measures the amount of air that can be used by the lungs. They are usually used by people with asthma or COPD.
Great, Which Ones Do I Need?
I'd recommend look over the list and see which ones would be most useful for you, and start with those. Over time, collect ones that would be most embarrassing to not have, and then the ones that you're pretty sure you'll never use.
Note that in a dry, unopened package (including inside blister packs), drugs last well beyond their expiration dates. So if you don't use a certain med all that often, get a smaller package of it.
Great, Which Ones Can I Take at the Same Time?
Good question. I'm going to say that if you take any prescription medications, you always want to check with your doctor before taking anything OTC. However, I recommend you use an interaction checker like this one if you want to take more than one OTC med at the same time. One can be found here.
Note:
Loperamide CANNOT be taken with cimetidine/ranitidine/famotidine. This causes bad heart rhythms.
Don't take two meds from the same category together (like cimetadine with ranitidine, or ibuprofen with naproxen, or diphenhydramine and fexofenadine unless a doctor tells you to).
Most antacids (calcium carbonate, sodium bicarbonate) will prevent the absorption of other medications, so take them two hours apart from anything else you take.
Don't drink alcohol with loperamide, detromethophan, acetaminophen, or any antihistamines.