A Short Description of Necromancer

First written for the UK PBM zine Box Frenzy by Gary Duke.

Necromancer is a Diplomacy variant set towards the end of the Third Age of Tolkien's Middle-Earth. Unlike many variants with the same setting, it starts early enough to avoid having a 'super-Sauron' player so powerful that the normal cut and thrust of Diplomacy is sacrificed. There is therefore plenty of scope for shifting alliances, with no restrictions being placed upon the powers to make it 'realistic'.

There are numerous rule changes, many of which are specific to individual powers. First, there are no fleets as such. Instead, any army may travel to the coast, build a fleet, and then the combined unit can set sail. Convoys do not exist, but the sea areas are large, and so sea travel is still a fast route between certain areas.

Second, there are fortresses which increase the strength of attack required to take them (if they are defended!), unless neutralized by a Siege Engine, which may be built by an army planning on attacking a fortress.

The eight powers are:

  1. Dwarves. The Dwarves start from secure mountain fortresses, and several centres are worth more to them when counting SCs to check for victory. Eliminating the Dwarves is very hard work, but they can also have difficulty maintaining their expansion after the first few turns.
  2. Easterlings. The Easterlings start in scattered locations on the edge of the map, but can treat any centre as a home centre. Thus they can bring up reinforcements more quickly and do not have to protect their start areas as much as other powers.
  3. Elves. Like the Dwarves, the Elves start from fortresses, although they are not as easy to defend. They also gain bonuses towards victory by owning certain centres. With a little work, however, the Elves can gain a solid, defensible base for further expansion.
  4. Gondor. Initially, Gondor is the largest power on the board. However, this merely helps to offset its central position. Its main advantage is its ability to combine units to form larger, more powerful Multiple Units. Thus, Gondor is always a tactical force to be reckoned with.
  5. Harad. The Haradrim have a highly defensible start position, with plenty of room for initial expansion, and access to the seas. If they can expand into one or more of their neighbours, their prospects are excellent.
  6. Rohan. The Rohirrim start in the very middle of the board, but the lands to the north and east are sparsely populated, giving ample room for the use of the special Cavalry units, which can move at double speed. As a result, Rohan can seize opportunities almost anywhere on the board.
  7. Saruman. Saruman has a difficult position, but several options open at the start of the game. In particular, he has the Wizard unit which can move quickly and invisibly, and acts as a mobile home supply centre. Carefully used, the Wizard can provide a vital element of surprise.
  8. Sauron. Ostensibly the most powerful force in Middle-Earth, Sauron faces an unusual problem - after 18 turns he is removed from the game. His initial position is not strong, but he has several Standing Armies which join him as the game progresses, and the Nazgûl unit which increases a unit's strength and allows the use of Multiple Armies. Without allies, Sauron is doomed, but other powers may be tempted to gain from his friendship early on and hope that they can prevent him from winning before the time runs out.

Overall, each power faces a different challenge. Whilst they are by no means equal, skilful diplomacy should enable any power to overcome its weaknesses and rise to a strong position, just as in the standard game.

This page is maintained by Gary Duke (gary AT garyduke.me.uk).
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