
In the game of Diplomacy, there are two types of units: Armies and Fleets. Each unit can be ordered to hold its position, to attack another province, or to support another unit. This last option is where a unit supports another unit in holding its position or attacking a province. A unit may not move into a province held by another unit unless it has support. As units may be supported either in attacking a province or in holding a province, the attacking unit must have more support than the defending unit for the attack to be successful.
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What You'll Learn
- Support Hold: A unit can support another unit in a territory it could move to, protecting it from dislodgement
- Support Move: Units can support attacks on provinces, aiding in displacing defending units
- Convoying: Fleets can convoy armies across water, aiding movement and coastal battles
- Blockades: Fleets can blockade sea spaces, preventing other fleets from expanding
- No-Support Rule: Retreats cannot be supported and must be written down immediately by concerned players

Support Hold: A unit can support another unit in a territory it could move to, protecting it from dislodgement
In the game of Diplomacy, there are two types of units: Armies and Fleets. All units can only move one space at a time, except for a convoyed army, which may travel multiple spaces depending on the length of the chain created by the convoying fleet.
There are four basic orders in the game: Hold, Attack, Support, and Convoy. During each Movement Phase, players may order each unit to either hold its position, attack another province, or support another unit (either to hold its position or to attack a province).
Support is not an action that units can do independently, but rather one of two related actions: Support Hold and Support Move. Support Hold is an action that a unit can perform by supporting another unit in a territory it could move to, protecting it from dislodgement. If a unit supports another unit holding or moving, that unit is more capable of dislodging other units or avoiding dislodgement itself. The power of a move or hold is determined by the number of units involved, including the unit moving or holding. To move into a territory, the moving power of the unit must be greater than that of the unit holding the territory or of other units attempting to move into the territory.
For example, a fleet in Marseilles may move to Spain's south coast and support an action anywhere in Spain, even if that action is to order a fleet to hold in Spain (north coast). Conversely, a fleet in Spain's north coast cannot support an action in or into Marseilles because it cannot move to Marseilles in a single move.
Additionally, a unit may not move into a province held by another unit unless it has support. As units may be supported either in attacking a province or in holding a province, the attacking unit must have more support than the defending unit for the attack to succeed. If the attack is unsuccessful, the attacking unit does not move anywhere.
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Support Move: Units can support attacks on provinces, aiding in displacing defending units
Diplomacy is a strategic board game that involves players forming alliances and negotiating with other players to gain an advantage over their opponents. The game is set in Europe in the years leading up to the First World War, with players each controlling the armed forces of a major European power. The objective is to capture a majority of strategic cities and provinces marked as "supply centers" on the map, as these allow players to produce more units.
One of the key mechanics in Diplomacy is the ability to support another player's attack. After a negotiation phase, players can issue attack and support orders, which are then executed during the movement phase. It is important to note that players can only issue orders for their own units. However, through diplomacy, they can request another player to issue a support order for their units.
When supporting an attack, the supporting player must specify the territory from which the attacking army/fleet is moving. This is crucial for coordinating attacks effectively. It is also important to remember that while you can support another player's unit, you cannot support a unit that is attacking you.
The support move adds a layer of complexity to the game, encouraging players to form alliances and work together to displace defending units and gain control of strategic provinces. By aiding in attacks, players can strengthen their position and increase their chances of capturing supply centers, ultimately improving their chances of victory.
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Convoying: Fleets can convoy armies across water, aiding movement and coastal battles
In the board game Diplomacy, fleets play a crucial role in aiding the movement of armies across water and supporting coastal battles. This action is known as "convoying", and it allows for strategic manoeuvres that can significantly impact the game.
Convoying is the act of a fleet transporting an army across a body of water to another coastal province. This is especially important for countries like England, as without fleets, they would be unable to convoy armies to the mainland. The ability to convoy provides a significant advantage in terms of mobility and strategic options. For example, fleets can enter coastal provinces and move from one coast to another, allowing armies to bridge waterways and expand their reach.
The process of convoying is straightforward. A fleet in a body of water can move an army from any province on that coast to any other province on the same coast. Multiple fleets can even create a chain of convoys to extend the army's movement range further. This flexibility enables players to deploy their forces efficiently and access otherwise hard-to-reach areas.
It is important to note that fleets in specific coastal provinces, such as Kiel and Constantinople, are restricted from convoying. Additionally, convoys can be disrupted if the fleet is dislodged, but not if another unit merely attempts to move into the territory of the convoyer. This distinction is essential for understanding the stability of convoys and their potential vulnerabilities.
In summary, convoying is a powerful tool in Diplomacy, enabling fleets to assist armies in their expansion and strategic manoeuvres. By understanding the mechanics of convoying, players can leverage their fleets to gain a tactical advantage and achieve their objectives more effectively.
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Blockades: Fleets can blockade sea spaces, preventing other fleets from expanding
In the game of Diplomacy, fleets can blockade sea spaces, preventing other fleets from expanding. This is a legitimate strategy, as blockades are acts of war regulated by international law, such as the Declaration Respecting Maritime Law and the Declaration Concerning the Laws of Naval War.
A blockade is a military strategy that involves the close patrol of hostile ports or coastlines to prevent naval forces from putting to sea. This can be achieved by placing warships within sight of the blockaded area to ensure the immediate interception of any ship entering or leaving. A successful blockade can deprive a nation of trade and reduce its war potential.
In the context of the game, fleets are crucial for blockading sea spaces and preventing other fleets from expanding. They can also be used to convoy armies across bodies of water to coastal provinces. It is important to note that all units in Diplomacy, including fleets, can only move one space at a time, and only one unit may occupy a space, except in the case of a successful convoy.
The use of fleets in blockades and convoys can be a powerful strategy in Diplomacy, as it allows players to control sea spaces and limit their opponents' expansion options. By blockading sea spaces, players can disrupt their opponents' supply lines and hinder their ability to reinforce their positions. This can create strategic advantages and potentially force opponents to negotiate or concede territory.
Additionally, fleets can provide support to coastal battles and prevent enemy fleets from reinforcing their positions. This can be crucial in gaining a tactical advantage and ensuring the success of an attack or defence.
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No-Support Rule: Retreats cannot be supported and must be written down immediately by concerned players
In the game of Diplomacy, there are four basic orders: Hold, Attack, Support, and Convoy. A unit can support another unit holding in a territory that it could move to, and this is called a Support Hold. This means that the unit will not be dislodged if another unit attempts to move to it with support.
However, retreats are treated differently. If two or more units must retreat after a move, the retreats must be written down immediately by the concerned players, without diplomacy, and simultaneously exposed, as with movement orders. This is where the No-Support Rule comes into play: retreats cannot be supported. This means that if a unit is retreating, it cannot be supported by another unit to hold its position. The retreating unit must be written down immediately by the player, and it will either retreat or disband. This rule ensures that retreats are handled separately from other types of moves and must be resolved quickly and directly without the involvement of additional support from other units.
The No-Support Rule for retreats in Diplomacy maintains the balance of power and strategy in the game. It prevents players from using support to maintain their positions during retreats, adding an element of vulnerability and uncertainty. This rule also encourages players to plan their moves carefully and consider the potential consequences, as they cannot rely on support to maintain their units' positions during a retreat.
It is important to note that while retreats cannot be supported, they can still be convoyed. A fleet in a body of water may convoy an army from any province on the coast to any other province on the same coast. This allows for some flexibility in retreats, as units can use convoys to escape or reposition, but they cannot rely on the additional strength of support from neighbouring units.
In conclusion, the No-Support Rule in Diplomacy specifically regarding retreats adds a layer of complexity and strategic depth to the game. It forces players to carefully consider their moves and adapt their strategies accordingly, ensuring that retreats are handled swiftly and without the potential for outside interference or prolonged negotiations.
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Frequently asked questions
The four basic orders in Diplomacy are Hold, Attack, Support, and Convoy.
Support is when a unit supports another unit holding in a territory that it could move to. This means that the unit will not be dislodged if another unit attempts to move to it with support.
The Support order is written as follows: Army/Fleet (Space that the supporting unit is in) supports Army/Fleet (Space that the supported unit is in) to (destination of supported unit) or Army/Fleet (Space that the supporting unit is in) supports Army/Fleet (Space that the supported unit is holding).
An example of the Support order in action is a fleet in Marseilles moving to Spain (south coast), where it can support an action anywhere in Spain, even if that action is an order to a fleet to move to, or hold in, the north coast of Spain. Another example is an army or fleet moving from Sweden to Denmark, or vice versa.
It is important to set aside enough time for the game, as even a short game can take up to four hours. Players should also be instructed in the rules before the game starts, and newcomers should be given extra time to familiarise themselves with the rules.

























