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Diplomacy (game)

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Diplomacy is a strategic board game centered on negotiation and political maneuvering. Unlike most wargames, it lacks elements of chance like dice or cards. This means that success depends entirely on human interaction and strategic planning. Players engage in intense discussions to form alliances or spread disinformation. They may also choose to betray their partners to gain an advantage.

Diplomacy
Diplomacy

The game is designed for seven players, though it can be adapted for fewer. Each player controls the armed forces of a major European power. The ultimate goal is to capture a majority of strategic locations called supply centers. To win, a player must control at least 18 of the 34 available supply centers.

The game mechanism relies on simultaneous movement rather than sequential turns. Each year of play is divided into two seasons: Spring and Fall. Each season consists of a negotiation phase followed by a movement phase. During negotiation, players talk openly or privately to coordinate their strategies. They can make promises, but these agreements are not legally binding within the game rules. Once negotiations end, every player secretly writes down their orders for their units.

Diplomacy pcgame screenshot
Diplomacy pcgame screenshot

These orders are revealed and executed all at once. This simultaneous execution means players cannot react to an opponent's move in real-time. You must anticipate what others will do based on your previous conversations.

Units in the game are categorized as either armies or fleets. Armies are restricted to land regions, while fleets occupy sea regions and coastal areas. A unit can be ordered to move to an adjacent space or to hold a position defensively. Units can also provide support to help another unit succeed in an attack. If a unit is ordered to support an attack into a space that is being defended, the strength of the support is calculated. A player takes control of a province if the number of supporting units exceeds the number of defending units.

Diplomacy
Diplomacy

If two or more units attempt to move into the same region with equal support, a standoff occurs. In a standoff, no units move into that space.

The game board is a detailed map of Europe in the year 1901. It includes Turkey, Syria, and North Africa, with 56 land regions and 19 sea regions. The map features seven Great Powers: Austria-Hungary, Great Britain, France, Germany, Italy, Russia, and Turkey. These powers start with specific units and control certain "home" supply centers. For example, Russia starts with two armies and two fleets, which is more than any other player. The remaining 14 land regions are neutral at the start of the game.

Stabbeurfou
Stabbeurfou

Capturing these neutral supply centers is often a primary goal in the early moves of a game.

Allan B. Calhamer created Diplomacy in 1954 after studying history and political geography at Harvard. He drew inspiration from the card game Hearts, where players team up against a leader. He also used the limited movement of chess to inspire his game design. Calhamer developed the rules through extensive playtesting before releasing the game commercially in 1959. After being rejected by major companies, he personally paid for a print run of 500 copies. Since then, the game has been published by several companies, including Avalon Hill and Wizards of the Coast.

Diplomacy pcgame screenshot
Diplomacy pcgame screenshot

The name is currently a registered trademark of Hasbro's Avalon Hill division.

Diplomacy has a unique history in the way people play it across distances. It was the first commercially published game to be played by mail (PBM). This allowed players to send their moves through the postal service to compete globally. In the late 1980s, players transitioned to playing by e-mail (PBEM). Today, the game is widely played on the Internet. Players can compete against other humans or against a computer gamemaster.

Stabbeurfou
Stabbeurfou

This digital evolution has kept the game active for decades.

Beyond simple play, Diplomacy has fostered a dedicated hobbyist community. It was the first commercial game to generate an active scene of amateur fanzines. These were small magazines created by fans to discuss strategies and news. Competitive face-to-face tournaments have also been held since the 1970s. The game's focus on social interaction makes it a study in interpersonal skills and trust. It connects the mechanics of war games with the complex realities of political diplomacy.

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