This is the same as what I posted on the BGG-forum
**********************************************************
After reading posts from Kaiwen Zhang and Bleached Lizard about a more " interesting" Diplomacy mechanic, the following idea popped up in my head.
I think it could actually be a very good variant, so I'd like to post it here.
First : what's viewed as somewhat lacking in the diplomacy mechanic ?
1- Convincing a mighty dragon is just as easy as convincing a lowly Razorwing.
2- Convincing a group is just as easy as convincing one unit.
The new mechanic should thus scale diplomacy difficulty so that it is
1- more difficult to lure a Dragon unit in than a Razorwing.
2- more difficult to convince more units than fewer units.
The Variant Mechanic works surprisingly simple and effective :
When you move units into an area containing neutral units you have two options :
1- Fight them ( as per the official rules)
2- Try Diplomacy on them
When you try Diplomacy you must pay exactly 1 Influence for each neutral unit in the area and draw the same amount of Fate cards.
Meaning, if there's just 1 neutral unit you must pay 1 Influence and draw 1 Fate Card...
If there are 4 neutral units you must pay exactly 4 Influence and draw 4 Fate cards ...
So, the more units in the area, the more influence you'll have to use to get them to listen to you.
Then you'll play 1 Fate Card result ( using the corresponding unit type result ) on each neutral unit to indicate how they react to your diplomatic efforts.
When using Fate Cards for diplomacy purposes the icons on the Fate cards have a different meaning
"Blank" result : you succesfully ally 1 unit (of the corresponding unit type.)
Base 40% chance to ally Triangle and Round units.
Base 30% chance to ally Rectangle Units.
Base 20% chance to ally Hexagon Units.
Basically, the worst result you can get in combat, a "blank", is the best result you can get in Diplomacy.
This means it's easier to get Sorcerers and Beastmen to join you than Dragons and Giants.
"Damage" result : this neutral unit (of the corresponding unit type) attacks you
( after the diplomacy part is finished completely )
base 13.32% chance to be attacked by Round units.
Base 26.64% chance to be attacked by Triangle Units.
Base 33.33% chance to be attacked by Rectangle Units.
Base 39.96% chance to be attacked by Hexagon Units.
So, it's more likely that Giants and Dragons will attack you than Sorcerers.
"Orb" result : this neutral unit (of the corresponding unit type) retreats.
base 40.% chance that Round units retreat.
Base 20% chance that Triangle, Rectangle and Hexagon Units retreat
Wizard type units flee twice as often as the combat oriented types.
"Flag" result : this neutral unit (of the corresponding unit type) is unaffected by your diplomacy and stands his ground.
You'll have to fight this unit after Diplomacy is finished to try to control this area or you'll have to retreat.
base 20% chance to be unaffected by diplomacy and stand their ground : Hexagon Units.
Base 16.65% chance to be unaffected by diplomacy and stand their ground : Rectangle Units.
Base 13.32% chance to be unaffected by diplomacy and stand their ground : Triangle Units.
Base 6.66% chance to be unaffected by diplomacy and stand their ground : Triangle Units.
Dragons and Giants will stand their ground and force the opponent to fight them or retreat more often than lower units like Razorwings.
An example to finish off.
You send a Sorceress into an area containing a Dragon ( Hexagon unit), a Hellhound ( Rectangle Unit), a Sorcerer ( Round unit) and Razorwing ( Triangle unit)
Since there are four Neutral Units in the area you have to pay 4 Influence to try Diplomacy on them.
You work through the units one by one, starting with Initiative 1 units, then initiative 2 units and so on
Sorcerer and Razorwing are both Intitiative 1 units and you decide to start with the Razorwing.
You draw Fate Card 22 which shows a "Blank" for Triangle meaning the Razorwing allies with you.
Then you Draw for the Sorcerer : Fate card 2 : which shows an "Orb" for round units , meaning the Sorcerer withdraws.
The player to your left decides what area the Sorcerer withdraws to following the normal retreat rules.
Then you draw for the Initiative 3 unit Hellhound : Fate Card 1 : which shows a "Flag (2)", meaning the Hellhound is unaffected by your diplomatic efforts and will stand his ground.Ignore the number (2) for Diplomacy.
You'll have to decide at the end of diplomacy whether to attack him or retreat.
Finally you draw for the initiative 4 unit, the Dragon : Fate Card 8 : which shows a "damage (3)" result, meaning the Dragon attacks you (at the end of Diplomacy) ( again, ignore the number (3) for diplomacy).
So, the situation is set :
the Sorcerer has withdrawn and the Razorwing is now your ally.
You decide to retreat from the area so you don't have to fight the Hellhound but before you can retreat you will have to fight the Dragon.
Line your Sorceress and your Razowing up for Combat against the Dragon and resolve as normal.
If any of your units survive the battle they can withdraw as normal.
Even though this makes a rather lengthy post, this system is quite simple really and provides a "more interesting" diplomacy game IMO.