
Diplomacy is a strategic board game created by Allan B. Calhamer in 1954. The game is set in Europe in the years leading up to World War I, and players aim to control a majority of the 34 supply centers on the map. These supply centers allow players to produce more units and gain an advantage over their opponents. To win the game, a player must control 18 supply centers, which represents gaining control of Europe. The game differs from other war games due to its focus on negotiation and the absence of dice or random elements. The dynamic nature of supply centers in Diplomacy adds a layer of complexity and strategy to the gameplay, making it a challenging and engaging experience for players.
| Characteristics | Values |
|---|---|
| Number of players | 2-7 |
| Number of supply centers | 34 |
| Number of supply centers controlled by each power at the start of the game | 22 |
| Number of neutral supply centers at the start of the game | 12 |
| Number of supply centers needed to win the game | 18 |
| Number of units on the board at one time | 34 |
| Number of home supply centers at the start of the game | 3-4 |
| Number of powers in the Youngstown variant | 6 |
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What You'll Learn

The number of supply centers
Diplomacy is a strategic board game created by Allan B. Calhamer in 1954 and commercially released in the United States in 1959. It is set in Europe in the years leading up to World War I, and players represent one of the Great Powers of Europe at the time: England, Germany, Russia, Turkey, Austria-Hungary, Italy, and France. Each player aims to move their starting units and defeat those of others to gain possession of a majority of strategic cities and provinces marked as "supply centers" on the map. These supply centers are essential as they allow players who control them to produce more units.
There are 34 supply centers on the standard map, 22 of which are controlled by one of the seven powers at the start of the game, and the remaining 12 are neutral. Each player starts with 3 or 4 home supply centers, and they must capture and possess at least 18 supply centers (more than half) to win the game. This victory condition can be achieved during the Autumn season.
The supply centers also play a crucial role in the negotiation and alliance-forming aspects of the game. Players must carefully manage their resources and make strategic decisions about when to build or disband units based on their supply center holdings. For example, a player with more armies than necessary who wants to build a fleet to capture a distant supply center must carefully plan as they cannot simply disband an army and build a fleet on a home supply center.
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How to gain control of supply centers
Diplomacy is a strategic board game where players negotiate, form alliances, and devise strategies to win possession of a majority of the 34 "supply centers" on the map. Each supply center allows players who control them to produce more units, which are essential for maintaining control of the centers. The goal is to be the first player to control 18 supply centers (more than half) during the Autumn turn, thus gaining control of Europe and winning the game. Here are some strategies to gain control of these valuable supply centers:
- Unit Placement: Ensure you have a unit in the supply center during the Winter phase, which is the end of the Fall turn. This is crucial for claiming and maintaining control. If you move into a supply center in the Spring and leave in the Fall, you don't establish ownership.
- Garrisoning: While it is not mandatory to leave a unit in a supply center to retain control, doing so can prevent other players from easily taking over. Consider leaving a unit if you anticipate opposition or if the center is critical to your strategy.
- Alliances and Negotiations: Diplomacy is unique among board games due to its focus on negotiation. Forming alliances and negotiating with other players can help you gain control of supply centers. Collaborate with allies to protect each other's interests and work together to challenge stronger opponents.
- Strategic Movement: Plan your moves carefully, considering the placement of your units and potential retaliation from other players. Remember that you can only have as many units as you have supply centers, so optimize your unit placement to maximize your control.
- Adaptability: Stay flexible and adapt your strategy as the game progresses. Keep track of the units and movements of other players, especially those near your targeted supply centers. Be prepared to adjust your plans if necessary.
- Timing: The timing of your moves is crucial. Aim to secure supply centers during the Fall turn, as this is when ownership is determined. Time your attacks carefully, and be aware of the seasonal changes in the game, as they impact the rules and dynamics of play.
Remember, gaining control of supply centers in Diplomacy requires a combination of strategic thinking, negotiation skills, and adaptability. The key is to balance your unit placement, forge beneficial alliances, and seize opportunities when they arise, all while disrupting your opponents' plans and protecting your assets.
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The importance of fleets in gaining supply centers
Diplomacy is a strategic board game created by Allan B. Calhamer in 1954 and commercially released in the United States in 1959. The game is set in Europe in the years leading up to World War I, and players represent one of the Great Powers of the time: England, Germany, Russia, Turkey, Austria-Hungary, Italy, or France. Each player aims to move their starting units and defeat opponents to gain possession of a majority of strategic cities and provinces marked as "supply centers" on the map. There are 34 supply centers in total, and the player who controls 18 or more supply centers at the end of a year is the winner.
Fleets are one of the two types of units in Diplomacy, the other being armies. While all of the supply centers are on land, fleets are crucial for several reasons. Firstly, they can convoy armies across bodies of water to coastal provinces, which is especially important for England to get to the mainland. Secondly, fleets can support coastal battles and create blockades on sea spaces to restrict the movement of opposing fleets. This is significant as it allows players to gain a strategic advantage and potentially capture more supply centers.
The ability of fleets to convoy armies is particularly important for gaining supply centers that are located in coastal provinces or are only accessible by crossing bodies of water. Without fleets, it would be challenging to reach and capture these supply centers. Additionally, fleets can provide support during coastal battles, increasing the chances of victory. By creating blockades, fleets can also restrict the movement of opposing players, potentially isolating their supply centers and making them more vulnerable to attack.
Furthermore, fleets play a crucial role in the overall strategy of the game. As mentioned, they can help players gain control of coastal provinces and supply centers. This, in turn, allows players to build new units, as each supply center can support the creation of one military unit. By effectively utilizing their fleets, players can expand their armies and gain a numerical advantage over their opponents. This increased military strength can then be leveraged to capture additional supply centers and further strengthen their position in the game.
In conclusion, fleets are essential in the game of Diplomacy for gaining supply centers. They enable players to convoy armies, support coastal battles, and create blockades. Through strategic use of fleets, players can expand their reach, strengthen their armies, and ultimately increase their chances of capturing the required number of supply centers to win the game.
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Home supply centers
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, and each player controls the armed forces of a major European power. The goal of the game is to acquire "supply centres", of which there are 34 on the standard map. 22 of these are controlled by one of the seven powers at the start of the game, and the remaining 12 are neutral.
Home supply centres are crucial in the game of Diplomacy. If a player loses all their home supply centres, they cannot build new units until they recapture a home supply centre and leave it vacant at the end of a subsequent Fall move. This is because newly acquired supply centres become owned by the occupying player after each Fall move. Therefore, a player with more supply centres than units on the board can build units in their open (unoccupied) home centres. Conversely, a player with fewer supply centres than units must disband units.
If a player controls 18 or more supply centres (more than half) at the end of a year, they win the game. However, players who have lost all their home centres may not build new units, and players controlling no supply centres are eliminated from the game.
In addition to the usual home centres, some variants of the game offer additional starting positions and resources. For example, in the Youngstown variant, France starts with a fleet in Saigon (in Cochinchina). This variant also adds three new powers – India, China, and Japan – with powers without historical Asian colonies receiving more home centres.
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Neutral supply centers
Diplomacy is a strategic board game created by Allan B. Calhamer in 1954 and commercially released in the United States in 1959. It is set in Europe in the years leading up to World War I, and players each control the armed forces of a major European power. The goal of the game is to gain possession of a majority of strategic cities and provinces marked as "supply centers" on the map, as these allow players who control them to produce more units. There are 34 supply centers on the standard map, 22 of which are controlled by one of the seven powers at the start of the game, and the remaining 12 are neutral.
To establish control of a supply center, a player must have a unit in that center at the end of the Fall turn. This is after any retreats or disbands have been taken into account. Once a player has established control, they can move their unit out, and they will retain control as long as no other player moves into the center by the end of the next Fall turn. It is important to note that moving into a supply center in the Spring and then moving out in the Autumn does not establish control of that center.
The acquisition of supply centers is a zero-sum game, with any gains in a player's resources coming at the expense of a rival. Players with more supply centers than units on the board can build new units in their open (unoccupied) home centers, while players with fewer supply centers than units must disband units. If a player loses all their home centers, they can no longer build new units, and if they control no supply centers, they are eliminated from the game.
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Frequently asked questions
There are 34 supply centers on the standard map.
Each player starts with 3 or 4 home supply centers.
To win the game, a player must control 18 supply centers (a simple majority) during Autumn.
22 supply centers start controlled by one of the 7 powers, and the remaining 12 are neutral.

























