Diplomacy is a strategic board game of negotiation, alliance, and betrayal set in pre-World War I Europe. Players represent one of seven Great Powers, using military units and diplomatic skills to control supply centers and achieve dominance. The game features simultaneous movement, written orders, and requires careful planning and interpersonal negotiation. Below are key sections for game overview, rules, gameplay, strategies, and reference materials.
Diplomacy is played on a map of Europe in 1901, with 7 players controlling the major powers of the time. Each game year consists of Spring and Fall seasons, with movement, retreat, and build phases.
| Element | Description |
|---|---|
| Players | 3-7 players (optimal 7) |
| Game Length | 4-12 hours typically |
| Map | Europe 1901 political boundaries |
| Units | Armies and Fleets |
| Supply Centers | 34 total; 18 needed for solo victory |
| Seasons | Spring and Fall movements |
| Phases | Diplomacy, Order Writing, Resolution |
| Alliances | Temporary or permanent player agreements |
| Negotiation | Private discussions between players |
| Betrayal | Breaking agreements strategically |
Standard game includes board map, playing pieces, order sheets, and reference materials.
NOTE: Ensure all components are present before starting game.
Initial placement of units and determination of starting powers.
IMPORTANT: Verify starting positions match historical 1901 setup.
Order writing and resolution process for each game season.
Order Types: Hold, Move, Support, Convoy, Retreat, Disband
Process: 1) Write orders secretly, 2) Reveal simultaneously, 3) Resolve conflicts, 4) Adjust for supports, 5) Determine final positions. All moves happen simultaneously - no player has initiative. Supports can be cut if supporting unit is attacked. Convoys can be disrupted if convoying fleet is attacked.
Negotiation period between players before order writing.
Tip: Keep track of promises made and watch for inconsistencies in others' stories.
Winning the game requires controlling majority of supply centers.
NOTE: Solo victory is rare; most games end in negotiated draws.
Key strategic concepts for experienced players.
| Strategy | Description |
|---|---|
| Juggernaut | Russia-Turkey alliance against Austria |
| Lepanto | Austria-Italy alliance against Turkey |
| Western Triple | England-France-Germany alliance |
| Eastern Triple | Austria-Germany-Russia alliance |
| Sneak Attack | Breaking alliance without warning |
| Stab Avoidance | Positioning to make betrayal difficult |
Common modifications to standard game rules.
Popular Variants: Colonial Diplomacy, Modern Diplomacy, World Diplomacy. Common House Rules: Press Rules (written communications only), Time Limits per phase, Partial Reveal (some orders public), Team Play (2v2v2), Fog of War (limited intelligence).
Common questions from new and experienced players.
| Question | Answer |
|---|---|
| Can units move through each other? | No, all provinces can hold only one unit |
| How are tied moves resolved? | All tied moves fail and units hold position |
| Can I support myself? | No, support must come from different unit |
| What happens if no legal retreat? | Unit is disbanded immediately |
| Can fleets and armies swap? | No, unit types cannot change |
| Issue | Possible Cause | Solution |
|---|---|---|
| Game stagnation | Balanced powers | Encourage bold moves or offer draw |
| Player elimination | Early gang-up | Consider team rules or protection pacts |
| Rule disputes | Ambiguous situations | Consult official rules or vote on interpretation |
| Time management | Long negotiations | Set strict time limits for phases |
| Betrayal complaints | Personal reactions | Remind players betrayal is part of game |
Official Rules: Available at diplomacy-archive.com
Community: Join online at playdiplomacy.com or webdiplomacy.net