Note: These are in the process of being updated to v0.5.1. Experienced players should check the Change History for details of modifications.
Necromancer is a Diplomacy variant set in Tolkiens Middle-Earth.
Necromancer was invented by Richard Egan, with help from John Cudmore, Andy Bate, and Mike Lay. Acknowledgements to Hartley Patterson, Glover Richardson, John Norris, Iain Bowen, Martin Lewis, and Richard Walkerdine. Thanks to Bridget Davidson and Gary Stevens. The first version (0.1) was first published in Bill ONeills zine Exidio, and first playtested in Paul Norris zine Die Große Dampfmaschine.
Version 0.5 rewritten by Gary Duke. Many improvements have been incorporated since Richards last version 0.4, inspired by comments and queries from many people, but especially Will Wible, Felix Spehlmann, Morry Veer, David Norman, and Luke Ellis. Queries, comments, and suggestions should be sent to Gary Duke (gary AT garyduke.me.uk). Please note that the variant has not been fully playtested, and these rules are still provisional.
The Necromancer variant is copyright 1989-94 Richard Egan; version 0.5 is copyright 2000 Gary Duke. Necromancer is Public Domain, and may not be used for profit. Provided all the above credits remain intact, the variant may be freely redistributed. Any use of trademarks not explicitly acknowledged within these rules is not intended to challenge the status of the trademarks. No warranty is provided for these variant rules, nor is any liability for the contents assumed by the designers and distributors.
Standard Diplomacy rules apply, except where modified below.
Some terms used within standard Diplomacy rules are used with precise meanings within these rules. To avoid confusion, they are explained here. The rules in this Section are merely clear statements of rules used in standard Diplomacy; they may be modified or overridden by variant rules.
Several terms from the Basic Rules are distinguished here by always being written with an initial capital letter, for clarity.
Some Special Units are distinguished by having one or more simple powers.
A Personality Unit represents an individual person of some significance.
An Auxiliary is a special unit that is attached to a standard Unit, and gives it some form of special ability.
A Fortress is a special Province which gives a defender an extra advantage.
Fleets are a type of Auxiliary which allows sea travel.
Siege Engines are a type of Auxiliary which makes attacking Fortresses easier.
Eriador is a special Province which can contain any number of Units belonging to any combination of Powers.
In general, all mountains are impassable. For reference, the list of Provinces which are adjacent only by mountain boundaries is as follows:
Anduin (AND) and Tolfalas (TOL) are treated as Sea Provinces for all purposes. Note that Tolfalas is also an SC.
If Moria (Mor) is taken by the Dwarves, then it may be renamed Khazad-Dûm (KDu) at the GM's discretion.
There are 8 Powers in Necromancer. The initial unit positions are:
| (D) | Dwarves | A (Ere), A (Eri), A (Iro) |
| (E) | Easterlings | A (Kha), A (NRu), A (Rhu) |
| (L) | Elves | A (Eri), A (Lor), A (Woo) |
| (G) | Gondor | A/F (DAm), A (Lam), A (MTi), A (Pel), A (Pin) |
| (H) | Harad | A/F (Cit), A (FHa), A (NrH) |
| (R) | Rohan | A (Edo), A (Hel), C (Wol) |
| (S) | Saruman | A (Dun), A (Ise), W (Ise) plus A (?) |
| (U) | Sauron | A (DGu), A (MMo), N (MMo) plus one other |
| Standing Armies | A (BDu), A (CDu), A (CGo), A (Gre), A (Gob), A (Gun), A (Mor), A (Mou), plus S (EMi or NMi), D (Wit) |
The game begins in Third Age (TA) 2750, and the first turn is TA 2765. Turns occur at 15-year intervals thereafter (TA 2780, 2795, 2810, ). Every second turn (i.e. any ending in 0) is an Adjustment turn, just as in standard Diplomacy.
The Victory Condition is a score of 19 or more Victory Points. Any Power obtaining this target in an Adjustment phase wins the game immediately, except as detailed below.
Alignment is a natural effect in some Provinces which defends them against attack by some Powers. It has no effects upon negotiation or co-operation between Powers. The use of these rules is recommended.