| Diplomacy is a board game, war game, and strategy game set in Europe in the era before the beginning of World War I.
From two to seven may play, but the game dynamics are best with seven. Each player controls the armed forces of one of the
European powers: England, France, Germany, Italy, Austria-Hungary, Russia, and Turkey. Players manoeuvre armies and fleets across the board, forging and breaking alliances along the way. The game
ends by agreement among all surviving players, or when one player wins by gaining control of more than half of the continent.
Diplomacy is a registered trademark of Avalon Hill.
Equipment
Each player has a supply of armies and fleets (units) of their own color. The board is a map of Europe showing
political boundaries as they existed at the beginning of the 20th century, divided into fifty-six land regions and nineteen sea
regions. Only one unit at a time may occupy a region.
Thirty-four of the land regions contain supply centers, that is, major centers of industry or commerce. Victory is
achieved by controlling eighteen of the thirty-four supply centers. For each supply center a player controls, he or she may build
and maintain one unit on the board. If a player is entitled to build a unit for which there is no available game piece, any
marker may substitute, as when one has a second queen in chess.
The play
The game mechanics are relatively simple. Unlike in similar games, players do not take turns. Instead, before each move, there
is a negotiation period in which the players entice, wheedle, bluff, cajole, and threaten each other in an attempt to form
favorable partnerships. Secret negotiations and secret agreements are explicitly allowed, but no agreements of any kind are
enforceable. After the negotiation period is over, players secretly write orders for each unit and these orders are revealed
simultaneously. All moves are then simultaneously executed and any conflicts are resolved as described below.
On each turn, each unit may hold in place or move to an adjacent region, with the restriction that armies may only occupy land
regions, and fleets may only occupy sea regions and land regions which border the sea. A unit which holds in place may
additionally support an action in a region to which it could have moved. Finally, a fleet which holds in place may (in lieu of
supporting an action) convoy an army across a sea region from one land region to another.
When two units attempt to occupy the same region, the one with more support wins. There are no dice involved. The greatest
concentration of force is always victorious; if the forces are equal a standoff results and the units remain in their original
positions. If a supporting unit is attacked (except by the unit against which the support is directed), the support is nullified,
which allows units to affect the outcome of conflicts in regions not directly adjacent.
Occasionally these conceptually simple rules result in situations which are difficult to adjudicate, or even paradoxical.
Therefore the official rules contain comprehensive details and examples. Also, one person may be designated as Game Master to
execute moves and adjudicate disputes, although this is rarely necessary in friendly games.
The turns are designated alternately as Spring and Fall moves, by convention beginning in the year 1901. (The beginning boundaries of the great powers on the
Diplomacy map are from 1914, not 1901, but numbering the years that way makes it easier to count the turns.) Supply
centers do not change hands in the Spring. After each Fall move, occupied supply centers become owned by the occupying player. At
that point players with fewer supply centers than units on the board must disband units, while players with more supply centers
than units on the board are entitled to build units.
Strategy
Because numerical superiority is crucial to success, alliances are vital in Diplomacy. Each country is initially
roughly equal in strength, so it is very difficult to gain territory except by attacking with the support of a neighbor. The
excitement of the game is less in the tactics than in negotiation, coalition-building, and intrigue. Each player's social and
interpersonal skills are at least as important to the game as the player's strategic abilities.
Diplomacy commands a respect among aficionados of multiplayer games similar to the respect accorded to chess among two-player games. Most multi-player games can't help but involve coalition-building
to some degree, but only in Diplomacy is the negotiation so critical and so multi-faceted. The game can't be won by going
it alone, except in a last mad dash of aggression from a strong position. In the mean time one makes compromises and promises to
one's allies while spreading fear and misinformation among one's enemies. And the attacking of one's allies (or the "stab") has a
central role in the culture of Diplomacy. A stab can be crucial to victory, but may have negative repercussions in
interpersonal relations.
All of the countries on the map have a real chance for success if played properly. England and Turkey are generally reckoned
to be the easiest to defend. Italy and Austria-Hungary have many neighbors and can be eliminated early, but if they survive their
central position can be a great advantage. Each power requires a different style of play. Under Calhamer scoring (where an
outright victory is worth one point and participants in a draw split the point equally) Russia and France typically score the
most points, Italy and Austria-Hungary the fewest.
There is a natural buffer of spaces without supply centers between the western and eastern halves of the board. Therefore the
first few turns of a game usually break down into fighting amongst the western powers (England, France, Germany) and eastern
powers (Russia, Austria-Hungary, Turkey) for dominance in their areas followed by a break out based on the results. Italy is a
wild card with a relatively weak position, because nearly every early alliance combination helps Italy's coalition partners more
than it helps Italy.
Variants
Fans of the game have created a myriad of variants, using altered rules on the standard map, standard rules on a different
map, or both. An index of over a thousand variants is available at the Diplomacy Variant Bank web site (see External links, below).
Where to play
Unfortunately, it is difficult to organize a full face-to-face game. There must be exactly seven players, and with six or
fewer the game may become stagnant and predictable. Also, there is no set time for the game to finish. Tournament games among
experts have lasted twelve hours, but even typical games will last four hours or more. To overcome the difficulty of assembling
enough players for a sufficiently large block of time, a vibrant play-by-mail community has developed, using either humans to adjudicate the turns or automatic
adjudicators, such as njudge.
A popular web based game place is the DpJudge (http://www.diplom.org/dpjudge) which
hosts several Diplomacy games, and sports a slick web interface for both players and game masters. The easy to use web
interface will let you list available games, login as a power in a game, enter move orders, view map status and send more or less
diplomatic messages to the other players in a game.
Despite the length of games, there are those that organise ad-hoc games, and there are also various clubs that have annual
tournaments, as well as the World Diplomacy Championship (WDC), played once a year in different places in the world, at which the
Diplomacy World Champion is crowned.
Diplomacy is sometimes played in high school history classes
because of its realistic emulation of events and diplomacy between nations. It helps students better understand the politics
involved in World War I and World War II.
Comparison with other war games
Diplomacy differs from the majority of war games in several ways:
- Unit movement is simultaneous, not turn-based.
- Social interaction and interpersonal skills make up an essential part of the game play
- The rules that simulate combat are strategic, abstract, and simple, not tactical, realistic, and complex.
- Combat resolution contains no element of randomness -- no dice are rolled and no cards are shuffled.
History
Diplomacy was created by Allan B. Calhamer in 1954 and first released commercially in 1959. It has been
published since then by Games
Research, Avalon Hill, and Hasbro.
Since the 1960s, Diplomacy has been played by mail
through fanzines. More recently, it has become popularly played through e-mail, adjudicated by computer. Also many a game is played online with a human game
master.
Diplomacy was John F. Kennedy's and, supposedly, Henry Kissinger's favourite game.
External links
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