Diplomacy Game Manual

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.

1. Game Overview 2. Components 3. Setup 4. Game Rules 5. Movement Phase 6. Diplomacy Phase 7. Victory Conditions 8. Advanced Strategies 9. Variants & House Rules 10. Frequently Asked Questions 11. Troubleshooting

Game Overview

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.

ElementDescription
Players3-7 players (optimal 7)
Game Length4-12 hours typically
MapEurope 1901 political boundaries
UnitsArmies and Fleets
Supply Centers34 total; 18 needed for solo victory
SeasonsSpring and Fall movements
PhasesDiplomacy, Order Writing, Resolution
AlliancesTemporary or permanent player agreements
NegotiationPrivate discussions between players
BetrayalBreaking agreements strategically

Components

Standard game includes board map, playing pieces, order sheets, and reference materials.

  1. Game Board: Political map of Europe with provinces and sea zones
  2. Playing Pieces: 34 army and fleet units in 7 colors
  3. Control Markers: For supply center ownership
  4. Order Sheets: Pre-printed forms for writing moves
  5. Rulebook: Complete game rules and examples
  6. Reference Cards: Quick guides for order types

NOTE: Ensure all components are present before starting game.

Setup

Initial placement of units and determination of starting powers.

  1. Assign Great Powers: Randomly or by agreement assign Austria-Hungary, England, France, Germany, Italy, Russia, Turkey
  2. Place Initial Units: Each power places starting armies and fleets as per 1901 setup
  3. Mark Supply Centers: Place control markers on home supply centers
  4. Prepare Order Sheets: Distribute order writing materials to all players
  5. Set Turn Timer: Establish time limits for diplomacy phases

IMPORTANT: Verify starting positions match historical 1901 setup.

Game Rules

Movement Phase

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.

Diplomacy Phase

Negotiation period between players before order writing.

  1. Private Discussions: Players meet one-on-one to form alliances
  2. Group Negotiations: Multiple players discuss regional situations
  3. Written Communications: Pass notes if playing with secrecy rules
  4. Time Management: Typical diplomacy phase lasts 15-30 minutes
  5. Agreement Making: Formal or informal pacts between players

Tip: Keep track of promises made and watch for inconsistencies in others' stories.

Victory Conditions

Winning the game requires controlling majority of supply centers.

  1. Solo Victory: Control 18 of 34 supply centers (automatic win)
  2. Draw: All surviving players agree to end game (shared victory)
  3. Time Limit: Game ends after predetermined number of years
  4. Surrender: Eliminated when player loses all units and supply centers

NOTE: Solo victory is rare; most games end in negotiated draws.

Advanced Strategies

Key strategic concepts for experienced players.

StrategyDescription
JuggernautRussia-Turkey alliance against Austria
LepantoAustria-Italy alliance against Turkey
Western TripleEngland-France-Germany alliance
Eastern TripleAustria-Germany-Russia alliance
Sneak AttackBreaking alliance without warning
Stab AvoidancePositioning to make betrayal difficult

Variants & House Rules

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).

Frequently Asked Questions

Common questions from new and experienced players.

QuestionAnswer
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

Troubleshooting

IssuePossible CauseSolution
Game stagnationBalanced powersEncourage bold moves or offer draw
Player eliminationEarly gang-upConsider team rules or protection pacts
Rule disputesAmbiguous situationsConsult official rules or vote on interpretation
Time managementLong negotiationsSet strict time limits for phases
Betrayal complaintsPersonal reactionsRemind players betrayal is part of game

Official Rules: Available at diplomacy-archive.com

Community: Join online at playdiplomacy.com or webdiplomacy.net

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