
Diplomacy is a strategic board game set in Europe in the years before World War I. The objective of the game is to use your armies and fleets to conquer as many countries as possible, with the winner being the player who controls at least 18 of the 34 supply centres on the board. Each player represents one of the Great Powers of Europe, including England, Germany, Russia, Turkey, Austria-Hungary, Italy, and France. The game involves moving your units across the board, with each unit only being able to move one space at a time. However, a successful convoy, which involves using fleets to transport armies across bodies of water, can allow armies to move multiple spaces in a single turn. While fleets play an important role in the game, it is unclear if a country can be claimed solely through fleet diplomacy without the use of armies.
| Characteristics | Values |
|---|---|
| Number of players | Best played by seven players, but can be played by as few as two |
| Player representation | Each player represents one of the Great Powers of Europe in the years just prior to World War 1: England, Germany, Russia, Turkey, Austria-Hungary, Italy, and France |
| Objective of the game | To use your armies and fleets to conquer as much of Europe as possible, specifically, to capture and possess at least 18 of the 34 nations or provinces on the map that contain supply centers |
| Winning condition | The player who gains control of 18 supply centers is said to have "gained control of Europe" and is the winner |
| Game termination | Players may mutually agree to terminate the game before a winner is determined, resulting in a draw |
| Short game | Players may agree to stop the game at a certain time due to the lengthy process of gaining control of 18 supply centers |
| Game duration | Four hours should be set aside even for a short game |
| Writing moves | No more than five minutes should be spent writing the moves after the diplomacy period ends |
| Diplomacy and conversation | Not allowed during specific phases of the game, including during the writing and reading of moves, between moves and retreats, and during and after retreats and adjustments |
| Newcomers | Should be instructed in the rules of the game before playing |
| Unit types | Armies and Fleets; armies can travel in land and coastal land spaces, while fleets can travel in sea and coastal land spaces |
| Convoys | Fleets can form convoys to transport armies across water, with adjacent fleets supporting each other |
| Unit movement | All units move only one space at a time, and only one unit can occupy a space; however, a successful convoy can travel multiple spaces depending on the length of the chain |
| Supply centers | Visible on the game board; if a player's home supply centers are occupied, they must wait until the next Fall move to raise any units |
| Unit disbandment | A player may choose to disband a unit rather than retreat it, but they cannot disband below the number of supply centers in their possession |
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Convoying
When playing a game that involves diplomacy and strategy, such as Risk, one of the key considerations is the effective use of your fleet to claim and control countries on the game board. This is where the concept of "convoying" comes into play as a vital tactic. Convoying is a rule in Risk that allows players to move their armies across territories by using their fleets as escorts. This mechanism is essential when attempting to invade countries or reinforce existing territories.
The basic principle of convoying is straightforward. A player can use their turn to move their fleets from one adjacent sea zone to another, provided there are no enemy ships in the path. These fleets can then act as a convoy for the player's armies, allowing them to move from one country to another along the path of the fleets. This enables players to strategically transport armies across long distances, even if there is no direct contiguous path on the game board.
The tactic of convoying can be a powerful tool for players aiming to claim new territories or reinforce their presence in existing ones. By utilizing their fleets effectively, players can project their military power over water, creating opportunities for expansion and dominance. This is especially advantageous when attempting to establish a foothold in remote or isolated areas of the game board.
However, it's important to note that convoying has its limitations and risks. For one, it requires a significant investment in naval power, as players need to maintain a strong fleet presence to ensure the safe passage of their armies. Additionally, the movement of fleets and armies during convoying can leave territories vulnerable, creating opportunities for opponents to strike. Balancing the benefits of convoying with the potential risks is a key aspect of strategic decision-making in the game.
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Army and fleet movement
In the board game Diplomacy, there are two types of units: Armies and Fleets. An army can travel in land spaces and coastal land spaces, and a fleet can travel in sea spaces and coastal land spaces. All units in Diplomacy can only move one space at a time, and only one unit can occupy any space at any given time. However, a successful convoy can travel multiple spaces depending on the length of the chain created by the convoying fleets.
A fleet can enter coastal spaces with two coasts, such as Bulgaria, Spain, and St. Petersburg, by entering along one coast and then moving to a space adjacent to that coast. In the case of St. Petersburg, fleets are considered to be stationed at one coast or the other and cannot travel "through" a land space to get to the sea space off its opposite coast. For example, a fleet could move from the Aegean Sea through Constantinople to the Black Sea in two moves, as long as those spaces were unoccupied.
Convoys are an important aspect of army and fleet movement in Diplomacy. Fleets can be used to convoy armies across water to coastal provinces. For example, a Belgian army could travel by land route or convoy to Picardy with the support of a fleet in the Channel. A convoyed army must embark from a coastal land province and land at another coastal land province. Convoys can be supported by other fleets to prevent them from being dislodged or destroyed. However, if the convoying fleet is dislodged, the entire move will fail.
In summary, army and fleet movement in Diplomacy is governed by the type of unit, the spaces they can occupy, and the use of convoys to transport armies across water. Players must strategize to use their armies and fleets effectively and conquer as many supply centres as possible to win the game.
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Supply centres
In the game Diplomacy, there are 34 nations or provinces on the board, each identified by a name. These nations or provinces are made up of three types of spaces: ocean or sea spaces, land spaces, and coastal land spaces. The type of space determines which units can occupy them. There are two types of units: armies and fleets. An army can travel in land spaces and coastal land spaces, and a fleet can travel in sea spaces and coastal land spaces. Although all of the supply centres are on land, only seven are completely landlocked.
The objective of the game is to use your armies and fleets to conquer as many of these supply centres as possible. To win, a player must capture and be in possession of at least 18 supply centres—a simple majority—at the end of a year. This is because, in the game, gaining control of 18 supply centres means that a player has "gained control of Europe".
Fleets are important to convoy armies across water, support coastal battles, and create a blockade on sea spaces so that other fleets cannot expand. However, some countries can live without fleets since they are nearly landlocked geographically. For example, Russia, Germany, and especially Austria are nearly landlocked. On the other hand, English fleets are necessary since without them, England cannot convoy armies to the mainland.
It is important to note that a player may not disband below the number of supply centres in their possession. This is because it would allow players to replace units in the field with new units back home instantaneously. For instance, a player who has more armies than necessary and wants a fleet to capture a far-away supply centre cannot simply disband an army and build a new fleet on a home supply centre.
Additionally, if a player has lost all of their home supply centres, they may still fight on with the units and supply centres remaining under their control. However, they may not gain units until they recapture a home supply centre and leave it vacant at the close of a subsequent Fall move.
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Unit disbandment
It is important for soldiers to be proactive during unit disbandment. This includes getting copies of all relevant documents, such as awards, orders, promotions, and correspondence, as well as ensuring that all equipment on their clothing record is in their possession. It is also wise to get copies of qualifications and counselling folders, as it will be difficult to obtain anything from the disbanded unit once it is gone.
The process of moving a disbanded unit can be challenging and time-consuming, and soldiers may find themselves in less desirable living situations. It is important to be prepared for these potential challenges and to stay flexible during the transition.
While unit disbandment can be disruptive, it is a common occurrence in the Army, and soldiers can take comfort in knowing that they will not be left without options. Reassignment and support are available to help soldiers navigate this period of change.
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Coastal provinces
In the board game Diplomacy, fleets play an important role in helping players conquer and control territories, particularly coastal provinces. The game is set in Europe, and players use their armies and fleets to capture a simple majority (18 out of 34) of nations or provinces with supply centres.
The game board is divided into different types of spaces: ocean or sea spaces, land spaces, and coastal land spaces. Each type of space can only be occupied by certain units. A fleet may move to any body of water or coastal province adjacent to its current location, provided it does not conflict with another unit. When a fleet occupies a coastal province, its warships are assumed to be anywhere along the coast of that province. This means that a fleet can move to an adjacent coastal province if it is reachable by moving down the coast. For example, a fleet can move from Rome to Tuscany, but not from Rome to Naples.
Fleets are also crucial for convoying armies across bodies of water to coastal provinces. Convoying allows armies to be transported to new locations, aiding in territorial expansion. A fleet in a body of water can convoy an army from any coastal province on that body of water to any other coastal province on the same body of water. For example, a fleet in the Adriatic Sea can convoy an army from Trieste to any other coastal province on the Adriatic Sea. It's important to note that fleets in specific coastal provinces, such as Kiel and Constantinople, may not convoy.
Additionally, armies can support fleets, but only along coastal regions and in the mountains. This support is crucial for maintaining control of coastal provinces and facilitating further expansion. By understanding the movement and support capabilities of fleets in coastal provinces, players can effectively utilise their fleets to claim and defend territories in the game of Diplomacy.
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Frequently asked questions
The objective of the game is to use your armies and fleets to conquer as many European countries as possible. To win, you must capture and be in possession of at least 18 of the 34 nations or provinces on the map that contain supply centers.
Diplomacy is best played by seven players, but as few as two may play.
There are two types of units in the game: Armies and Fleets. An army can travel in land spaces and coastal land spaces, while a fleet can travel in sea spaces and coastal land spaces.
Yes, a fleet can travel in sea spaces and coastal land spaces. They are important for convoying armies across water, supporting coastal battles, and creating blockades.
If a unit is dislodged, it must either retreat or disband (be removed from the game). It must move to an adjacent space suitable for an army or fleet that is not already occupied. If no such space is available, the unit is disbanded.

























