
Diplomacy is a strategic board game created by Allan B. Calhamer in 1954 and released commercially in the United States in 1959. The game is played with two to seven players, each controlling the armed forces of a major European power. The game is set in Europe in the years leading up to World War I, and players aim to move their starting units to capture a majority of strategic cities and provinces marked as supply centers on the map. These supply centers allow players to produce more units. There are a variety of ways to play Diplomacy, including in person, by phone, by mail, by email, and online. The game has a large fan base and is played at many formal tournaments worldwide.
| Characteristics | Values |
|---|---|
| Number of players | 2 to 7 |
| Number of commercially released variants | 6 |
| Game type | Strategic board game |
| Game elements | Absence of dice and other game elements that produce random effects |
| Game mechanics | Negotiation phases, forming and betraying alliances with other players, forming beneficial strategies |
| Play type | In-person, by phone, by mail, by email, on judges, on the internet with human judges, on the internet with games judged by computer programs |
| Goal | To have fun, compete, win, rank, prestige, or interact and make friends |
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What You'll Learn

Six-player Diplomacy rules
While Diplomacy is best played by seven players, it can still be played with six. In a six-player game, Italy is usually left out, with Italian units obeying Civil Disorder rules. This means that Italian units hold every round and disband instead of retreating. Alternatively, Italy can be included as a neutral country, with Italian territory unable to be entered by other players.
In a six-player game, each player represents one of the Great Powers of Europe in the years prior to World War 1: England, Germany, Russia, Turkey, Austria-Hungary, and France. Each player draws lots to determine which power they will represent, the only element of chance in the game.
During diplomacy periods, players can go off into separate rooms or corners to have secret conversations, which may consist of bargaining, joint military planning, exchanging information, denouncing, threatening, or spreading rumors. Players can also make public announcements and documents as they see fit, and are not bound by anything they say during these periods.
The objective of the game is for one of the Great Powers to gain control of Europe by controlling a certain number of supply centers, with the player representing that power declared the winner.
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Italy's absence
Firstly, Italy's neighbours, France and Austria-Hungary, become the biggest beneficiaries of its absence. Without Italy as a southern threat, France gains strength and becomes the strongest country in the game. This shift in power can alter the strategies of other countries, as they may now view France as a more formidable opponent or a more attractive ally.
Secondly, Italy's absence can create a power vacuum in the region, particularly in the southern Balkans, Turkey, and Iberia. These areas are typically within Italy's sphere of influence, and its absence provides an opportunity for other countries to seize control of these regions. Countries like Austria, Russia, and Turkey may now have expanded options for expansion and alliance-building, changing the game's overall balance.
Additionally, Italy's absence can affect the dynamics of the western and eastern nations. In the west, England, France, and Germany may form a triple alliance or shift their alliances to counter the new French power. In the east, Russia, Austria, and Turkey may find themselves with different strategic considerations. Italy often plays a role in balancing these powers, and without it, the eastern nations may need to adapt their strategies to fill the void left by Italy.
Lastly, Italy's absence can impact the overall pace and aggression of the game. Italy is known for its diplomatic and flexible playstyle, often fostering peace and biding its time before making strategic moves. Without Italy, the game may see more early aggression, particularly in the central regions, as powers rush to fill the power vacuum left by Italy's absence.
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France's power
Playing Diplomacy with six players is possible, but it does present some challenges. One of the key considerations is which country to eliminate, with Italy being the most common choice due to its weaker position on the board. This has implications for the remaining countries, particularly France, as it alters the dynamics and potential alliances in the game.
Another option for France is to pursue a strong anti-English opening by moving into England and Picardy. While this may result in only five centres, it adds variety to the gameplay. France can also consider a Western Triple, moving an army into Piedmont, or trying to occupy the Channel, which almost guarantees Belgium by force if supported by another unit in Picardy or Burgundy. However, this aggressive approach contradicts the standard French theory of playing docilely during the first year.
France's flexibility extends to potential alliances. Befriending either England or Germany is a viable strategy, with England often trying to woo France during the opening years. A Mid-Atlantic opening allows France to sail to Spain's south coast, bordering West Mediterranean, and potentially launch an early attack on Italy. France can also benefit from keeping Russia in their camp, as Russia is open to dealing with either Italy or France in the endgame. Ultimately, France has numerous strategic options, more so than any other country on the board, except Russia.
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Austria-Hungary's strategy
Playing as Austria-Hungary in Diplomacy can be challenging, but with careful diplomacy and strategic moves, you can increase your chances of success. Here are some key strategies to consider:
Understanding Austria-Hungary's Position:
Austria-Hungary is surrounded by powerful nations, including Italy to the west, Germany to the north, the Balkans to the east, and the Mediterranean to the south. This central location makes Austria-Hungary vulnerable to attacks from multiple fronts, especially from Italy and Russia, who often form a strong alliance. Recognizing this vulnerability is crucial for developing defensive strategies.
Early Negotiations and Diplomacy:
Austria-Hungary benefits from being stubborn and assertive during early negotiations. It is important to signal that you won't be an easy target and that you are willing to fight back. This can create suspicion and tension between potential allies, such as Turkey and Russia, who might otherwise focus their efforts on eliminating Austria-Hungary first.
Managing Alliances:
Forming the right alliances is critical for Austria-Hungary's survival. Try to drive a wedge between Russia and Turkey and convince them to attack each other instead of targeting you. Additionally, consider allying with at least one of your border countries, preferably Italy or Germany, to deter Russia from advancing. If you can convince Germany and Italy to focus their attention elsewhere, such as fighting the French and British, it will be to your advantage.
Protecting Key Territories:
Insist on keeping foreign units out of strategic locations like Galicia and Tyrolia, which are adjacent to Austrian home supply centers. This will help secure your position and prevent hostile armies from disrupting your plans. Additionally, keep an eye on the West and maintain a balance of power there.
Fleet Building:
While Austria-Hungary typically struggles with fleet-building due to its limited coastal access, it is important to recognize the value of a strong naval presence. Consider building a fleet in Trieste during the winter of 1901 to counter potential Italian and Turkish naval dominance in the Mediterranean.
Mid-Game Strategy:
If you can survive the early stages and strengthen your position, Austria-Hungary can become a force to be reckoned with. Focus on reaching six or seven supply centers to deter potential bullies. At this stage, you might consider shifting your attention to conquering weaker nations or exploiting their gains.
Remember, flexibility and adaptability are crucial in Diplomacy. While these strategies provide a framework, the game is highly variable, and you must always be prepared to adjust your tactics based on the actions of other players.
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Face-to-face tournaments
Diplomacy is a strategic board game created by Allan B. Calhamer in 1954 and released commercially in the United States in 1959. The game is played by two to seven players, each controlling the armed forces of a major European power. While the game is designed for seven players, it can be played with as few as two.
Face-to-face Diplomacy tournaments can be quite lengthy, and often take place over several days. To overcome the challenge of assembling enough players for such a long duration, some tournaments have adopted a play-by-mail or online format. However, there are still many groups of players worldwide who play face-to-face Diplomacy and are always looking for new players. These groups can be found through a simple online search or by visiting websites like http://diplom.org/Face/hobby_info/.
Most face-to-face Diplomacy tournaments that are longer than one day are associated with either a Diplomacy-centered convention (such as DipCon or Dixiecon) or a large multi-game convention (such as the Origins Game Fair or the World Boardgaming Championships). Some conventions are highly competitive, while others focus more on socializing and networking with other players.
The European Diplomacy Convention (Euro DipCon) is held annually in different places in Europe to crown the European Champion of Diplomacy. Over a dozen other countries also hold face-to-face national championship tournaments. Many larger multi-game conventions, such as Gen Con, ManorCon, and TempleCon, also host Diplomacy tournaments. In addition, many larger local and regional clubs host annual tournaments and always welcome visitors and travellers from other parts of the world.
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Frequently asked questions
Yes, Diplomacy can be played with six players. The standard game allows for two to seven players, with each player controlling the armed forces of a major European power.
The most common way to play six-player Diplomacy is by eliminating Italy, the weakest country to play as, and having its units hold every round and disband instead of retreating. This makes France and Austria-Hungary the biggest beneficiaries, as they no longer have to deal with the threat of Italy in the south.
Yes, one alternative method is to have every player write two sets of orders: one for Italy and one for their own country. Italy's units will then move according to the most frequently written order per unit.

























