ID is a two-player game based on Diplomacy, where each player takes one of the seven major powers of the regular game. Players earn credits according to the number of supply centres held at the end of the Autumn season. The players then use these credits to bid for control of the remaining five great powers for one game year at a time.

  1. The Rules of the 2000 4th edition of Diplomacy apply except where amended below.
  2. To begin the game, each player produces a preference list showing all the seven major countries. The players are each allocated to their first choice countries unless these happen to be the same, in which case both are allocated their second choices, and so on until a choice has been accepted. Should both preference lists be identical, the GM will devise a method whereby one player gets to have his first choice and the other his second choice.
  3. Control of the five neutral countries is determined by tender. Players are allocated credits with which they bid for the control of the neutrals each game year. Bids are written down and then both are revealed simultaneously. The highest bid for each country is deducted from the player's treasury and that player orders the units of that country for the following game year (this includes the winter adjustments). No deduction is made for the lower bid.
  4. When bids for a country are equal neither player controls it and it is treated as if Anarchy for the year; countries in Anarchy will receive no builds.
  5. Players are permitted to make bids totalling more than their credit will stand. However, if a player's successful bids amount to more credits than he holds, then his treasury is reduced to zero and his opponent gains control of all the countries he initially made bids for at half the amounts he bid. Halves are rounded up for each power he initially bid for and then summed, rather than halving the total of his initial bids. An example is that if Player A overbid and his treasury is reduced to zero and Player B bid 4 for Germany, 3 for Italy and 1 for Russia, each bid is then halved and rounded up and then summed so 4 / 2 = 2, 3 / 2 = 1.5 rounded to 2 & 1 / 2 = 0.5 rounded to 1. Those are added together and 5 is deducted from Player B's treasury rather than 4. If prior to deducting 5 from his treasury his balance was less than 5, Player B then also overbid and his treasury also goes to zero and all mercenary powers are neutral for that year.
  6. Credits are allocated as follows:-

  7. Initially each player has a reserve depending on which country he is playing:-

    At the end of each subsequent game year, a number of credits equal to the number of supply centres controlled by a player's home country is added to his treasury.

  8. After bidding, play is carried out exactly as in regular Diplomacy, with both players submitting orders and provisional retreats for each country he controls. In the winter season, all builds due to the neutral countries not in Anarchy must be ordered if they are possible. Failing to order such builds, the GM will build armies alphabetically in home centres (fleets for England). There are three seasons per game year: Bids; Spring moves and retreats; Autumn moves, retreats and winter builds or disbandments.
  9. The game ends when one player occupies one of his opponent's home centres with one of his own country's units in any season. If this happens to both players simultaneously, then the player occupying the most home SCs of his opponent wins, with the exception that occupying 4 Russian home centres counts as no better than owning 3. If a tie remains, the game continues until there is not a tie. A game may be drawn by mutual consent, or conceded by either player.

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