
Diplomacy is a strategic board game set in Europe in the years leading up to World War I. The game involves two to seven players, each controlling the armed forces of a major European power. The game board is on the scale of an entire continent, and players must decide whether to raise an army or a fleet, with land and sea power being almost equally significant. The game proceeds by seasons, with each year divided into two main seasons: spring and fall. In addition to its focus on negotiation and alliance-building, Diplomacy also differs from other wargames in that it does not involve dice or other elements that produce random effects. During conflicts, the unit with the most combined force wins, and players must control 18 supply centers to win the game. After conflicts, defeated units must retreat and write down their orders, which are then immediately revealed without any prior diplomacy or discussion.
| Characteristics | Values |
|---|---|
| Number of players | 2-7 |
| Board scale | An entire continent |
| Land and sea power | Almost equally significant |
| Game year | Starts in Spring 1901 |
| Seasons | Spring and Fall |
| Supply centers | 34 |
| Home centers | 3 or 4 |
| Winning condition | Control 18 supply centers |
| Conflict resolution | The unit with the most combined force wins |
| Dislodged units | Must retreat and cannot affect the province that dislodged them |
| Orders | Revealed simultaneously |
| Negotiation | Allowed during the game |
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What You'll Learn
- Conflict resolution: the unit with the most combined force wins
- Orders: all orders are revealed simultaneously, with no prior diplomacy or discussion
- Retreats: dislodged units must make their retreat, writing it down and revealing it immediately
- Negotiation phases: players form and betray alliances, creating beneficial strategies
- Spring and Fall moves: each game year has five phases, with the game starting in Spring 1901

Conflict resolution: the unit with the most combined force wins
Conflict resolution in Diplomacy is a straightforward affair, with the unit that has the most combined force emerging as the winner. This is a strategic, abstract, and simple process, befitting a diplomatic simulation game. It is not a tactical, realistic, or complex military simulation.
Each player secretly writes down their moves after a negotiation period, and then all moves are revealed and put into effect simultaneously. No prior discussion or diplomacy is allowed during the writing phase. This is important to ensure that players are not influenced by the moves of others and that all players' plans are executed fairly.
The game board is on the scale of an entire continent, and players must decide whether to raise an army or a fleet, with both land and sea power being of almost equal significance. A fleet in a water province can convoy an army from any adjacent coastal province to another coastal province adjacent to that water province. However, fleets in a coastal province cannot convoy, and a fleet can only convoy one army at a time.
After conflicts have been resolved, defeated units must make their retreat. These retreats are written down like orders and immediately revealed without any prior diplomacy or discussion. A defeated unit must retreat to an adjacent province. If a unit cannot retreat, it will be removed from the map.
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Orders: all orders are revealed simultaneously, with no prior diplomacy or discussion
Diplomacy is a strategic board game created by Allan B. Calhamer in 1954. It is set in Europe in the years leading up to World War I, with each year divided into two main seasons: "Spring" and "Fall" (Autumn). The game board is on the scale of an entire continent, and players control the armed forces of a major European power.
In the game, players write their orders for each unit in secret. These orders are then revealed and executed simultaneously, with no prior diplomacy or discussion. This means that players cannot negotiate or strategize with other players before revealing their orders.
Once all the orders have been revealed and read, players must resolve any conflicts that arise. This includes determining the outcome of any battles or confrontations that occur as a result of the orders. It's important to note that a dislodged unit, even with support, has no effect on the province that dislodged it. After the conflicts have been resolved, defeated units must make their retreat, and these retreats are also written down like orders and immediately revealed without any prior diplomacy or discussion.
The negotiation phase in Diplomacy is crucial, as players spend a significant amount of time forming and betraying alliances, discussing tactics and strategies, and sharing intelligence or spreading disinformation. However, during the order-writing process, no such negotiation is allowed, creating an element of surprise and uncertainty when the orders are revealed.
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Retreats: dislodged units must make their retreat, writing it down and revealing it immediately
Diplomacy is a board game set in Europe in the years leading up to World War I. The game involves players forming and betraying alliances, and it can be played by two to seven players, each controlling the armed forces of a major European power.
During the game, conflicts will inevitably arise, and these must be resolved. After all the orders have been revealed and read, players must resolve all conflicts. In conflicts, the unit with the most combined force wins. A dislodged unit has no effect on the province that dislodged it. After the conflict has been resolved, any dislodged (defeated) units must make their retreat. These retreats are central to the gameplay and are written down like orders and immediately revealed without any prior diplomacy or discussion.
The game board is on the scale of an entire continent, and land and sea power are almost equally significant. A player's decision to raise an army or a fleet is crucial. Diplomacy proceeds by seasons, with each year divided into two main seasons: spring and fall (autumn) moves. Each "game year" proceeds through five phases: Spring Orders and Retreats, and Fall Orders, Retreats, and Builds. The retreats and builds phases are skipped if no player has orders to be made.
To win the game, a power must control 18 of the 34 "supply centers" (provinces marked with stars). For every supply center controlled, a player may have one unit on the board.
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Negotiation phases: players form and betray alliances, creating beneficial strategies
Diplomacy is a board game set in Europe in the years leading up to World War I. The game is played by two to seven players, each controlling the armed forces of a major European power. The game board is on the scale of an entire continent, and players must decide whether to raise an army or a fleet.
The game proceeds by seasons, beginning in the year 1901, with each year divided into two main seasons: the "Spring" and "Fall" (Autumn) moves. Each season is further divided into negotiation and movement phases, followed by "retreat" or "disband" adjustments. In the negotiation phase, players discuss tactics and strategy, form alliances, and share intelligence or spread disinformation. Players can make public announcements and publish written agreements, but they are not bound to keep their promises.
During the negotiation phase, players can go to separate rooms to have private talks, spread rumours, and make public announcements. After the negotiation period, players secretly write down their moves, and then all moves are revealed and put into effect simultaneously. No prior discussion or diplomacy is allowed during the writing of orders.
After the negotiation and movement phases, there is an end-of-the-year Winter phase of new builds or removals following the Fall adjustments. Players check to see how many supply centres they control or occupy. A power can leave a supply centre vacant and still keep control of it until another player occupies that province after the Fall turn.
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Spring and Fall moves: each game year has five phases, with the game starting in Spring 1901
Diplomacy is a board game set in Europe in the years leading up to World War I. The game board is on the scale of an entire continent, and each game year has five phases, with the game starting in Spring 1901.
The Spring and Fall moves are the two main seasons of the game, and each season is further divided into negotiation and movement phases. During the negotiation phase, players meet to discuss their plans, form alliances, and share intelligence or spread disinformation. This phase is crucial for players to strategize and forge alliances, but it is also known for its treachery and untrustworthiness, as players are not bound to any promises or agreements made during this phase.
In the movement phase, players write down their "orders" for each unit, indicating their desired moves. These orders are kept secret until they are revealed simultaneously at the end of the phase. It is important to note that illegal, ambiguous, or miswritten orders will result in units holding their position. After the movement phase, players resolve any conflicts that arise from their orders.
Following the conflict resolution, defeated units must make their retreat. These retreats are written down as orders and immediately revealed, with no prior diplomacy or discussion allowed. A dislodged unit must retreat to an adjacent province, and if there is no legal retreat, the unit will be removed from the map.
After the Fall turn, players adjust their units based on the number of supply centers they control. This can result in the removal of units if a player has lost supply centers. Players then write down which units they will disband and where they will build new ones. These orders are also revealed simultaneously, with no prior discussion or diplomacy permitted.
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Frequently asked questions
Diplomacy is a strategic board game that simulates combat through diplomacy and negotiation. Players secretly write down their moves after a negotiation period, then all moves are revealed and enacted simultaneously. No prior discussion or diplomacy is allowed during the writing phase. If a conflict arises, it is helpful to first determine what support, if any, is cut. Once this is determined, it is easier to resolve orders.
During the negotiation phase, players are not bound to anything they say or promise, and no agreements are enforceable. Players can go to separate rooms to have private talks, spread rumours, make public announcements, and even publish written agreements and documents. However, these do not bind a player to keep their promises.
During the movement phase, players must resolve any conflicts that arise. If a piece is moved, it is placed towards the boundary of the province it is moving to. Support can be indicated by laying a piece on its side or standing it up. After all the moves have been read, players go through and resolve any conflicts.
If a unit is dislodged (defeated) during a conflict, it must make a retreat. These retreats are written down like orders and immediately revealed without any prior diplomacy or discussion. A dislodged unit must retreat to an adjacent province. If a dislodged unit cannot retreat, it will be removed from the map.

























