Colonial Diplomacy: A Costly Affair?

how much is colonial diplomacy worth

Colonial Diplomacy is a board game set in Asia in the late 19th century. It is a variant of the game Diplomacy, with seven players fighting to control the board through diplomacy and negotiation. The game is set in a historical context, with European colonial powers such as England, Russia, and France vying for control of the continent. Players must capture supply centres and form alliances to win the game, and the board includes geographical features such as the Suez Canal and the Trans-Siberian Railroad, which add strategic depth to gameplay. The game has been commercially sold and has a dedicated community of players who discuss strategies and rules.

Characteristics and Values of Colonial Diplomacy

Characteristics Values
Number of Players 7
Setting Asia, late 19th Century
Powers England, Russia, Japan, Holland, Turkey, China, and France
Map Modified from the original Diplomacy
Optional Rules 3
Supply Centers 58
Victory Criterion Possession of 29-30 supply centers
Time Limit Variable, agreed by players
Turns 8 in 2.5 hours
Gameplay Similar to original Diplomacy
Board Game Award Origins Awards for Best Pre-20th Century Board Game of 1995

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Trans-Siberian Railroad

The Trans-Siberian Railroad, the longest single rail system in the world, covers a distance of 5,771 miles (9,288 km) across Russia from Moscow to Vladivostok. The railroad was opened in 1903 and plays a significant role in the board game Colonial Diplomacy. In the game, the Trans-Siberian Railroad (TSR) can only be used by the Russian player to move armies anywhere along the railroad. It is an essential strategic element for Russia, allowing its armies to move through other Russian armies and reducing the distance to the frontlines.

Historically, the Trans-Siberian Railroad has had a profound impact on the region of Siberia and the economic and military endeavours of the Russian Empire and the Soviet Union. It was built in response to the Russian Empire's colonisation of Siberia, aiming to facilitate the movement of people and essential supplies to the region. Between 1906 and 1914, approximately 4 million peasants migrated to Siberia via the railroad. However, the railroad faced criticism for its poor planning and construction, which contributed to Russia's defeat in the Russo-Japanese War (1904-1905). The single-track system, deficient infrastructure, and harsh Siberian weather conditions limited the railroad's capacity and increased transit times.

The Trans-Siberian Railroad offers a unique travel experience, with journeys ranging from budget-friendly to luxurious. Ticket prices vary based on demand, season, and class of travel. The premier Rossiya Train offers a premium experience, while standard passenger services provide more affordable options. The railroad's main route passes through notable cities such as Yekaterinburg, Novosibirsk, Krasnoyarsk, Irkutsk, and Khabarovsk, before reaching Vladivostok on the Sea of Japan.

Overall, the Trans-Siberian Railroad holds significant strategic value in Colonial Diplomacy, facilitating Russia's military movements. Historically, it has had a mixed legacy, with impacts on colonisation, trade, and warfare. Today, it continues to offer a diverse range of travel experiences, attracting travellers seeking adventure and exploration across Russia.

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Suez Canal

The Suez Canal is a 193km-long artificial sea-level waterway in Egypt, connecting the Mediterranean Sea to the Red Sea through the Isthmus of Suez. It is a key trade route between Europe and Asia, and its opening in 1869 created the first saltwater passage between the Mediterranean Sea and the Red Sea.

The Suez Canal's strategic importance has made it a flashpoint during geopolitical conflicts, with its operability being rapidly threatened during such events. In 1956, the Suez Crisis occurred when Egyptian President Gamal Abdel Nasser nationalised the Suez Canal Company, which had been a joint British-French enterprise since the canal's construction. This led to an invasion by Britain, France, and Israel, and the canal was closed from October 1956 until March 1957. The closure disrupted shipping significantly, forcing hundreds of vessels to reroute and increasing transit times and costs. The conflict resulted in a military victory for the Coalition but a political victory for Egypt, which retained control of the canal.

The Suez Canal remained closed for eight years during the Six-Day War from 1967 to 1975, due to the conflict between Egyptian and Israeli forces. This prolonged closure spurred structural changes in the shipping industry, with companies turning to larger "supertanker" oil vessels capable of economising on the longer route around Africa.

In recent years, the Suez Canal has continued to face security threats, such as the 2013 terrorist attack by militants on a passing container ship and the 2021 grounding of the Ever Given container vessel, which blocked the canal for six days. These incidents underscore the canal's critical importance for global freight and supply lines, with approximately 12% of global trade and 30% of global container traffic traversing it, representing over USD $1 trillion worth of goods per annum.

Overall, the Suez Canal has been a vital trade route connecting Europe and Asia since its opening in 1869. Its strategic importance has made it a focal point during colonial diplomacy and geopolitical conflicts, with disruptions to its operations having significant impacts on global commerce and trade.

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Supply centres

There are 34 supply centres on the standard map, 22 of which are controlled by one of the seven powers at the start of the game, and the other 12 are neutral. To win the game, a power must control 18 centres (one more than half of them) during Autumn. The acquisition of supply centres becomes a zero-sum dynamic, with any gains in a player's resources coming at the expense of a rival.

The Colonial Diplomacy variant of the game has around 58 supply centres, with 29 required to win. It is set in Asia, beginning in 1870, and was produced by Avalon Hill. The French, for example, start on three supply centres in the middle of the board and will encounter resistance in any direction they move. The British, on the other hand, start with six units, more than anyone else, but they are very spread out. India is the hub of the British Empire, with fleets in Aden, Singapore, and Hong Kong. Aden is used to prevent Turkish expansion.

In Diplomacy, it is important to understand the rules around claiming supply centres. A unit must be in a supply centre at the end of the Fall turn to take control of it. Once a player has control, they can move out and retain control as long as another power does not move into the centre at the end of a Fall turn.

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Game mechanics

Colonial Diplomacy is a board game set in Asia in the late 19th century, with seven players fighting to control the board through diplomacy. The game is a variant of the original Diplomacy game, with identical gameplay but a few notable additions. The objective is to capture as many supply centres as possible within a set time limit or number of turns agreed upon by the players. Turns are timed to allow players to negotiate and form alliances, which are key to winning the game.

The board is controlled by European colonial powers, including England, Russia, Japan, Holland, Turkey, China, and France. The map features the Trans-Siberian Railroad (TSR), a unique addition to the game, which allows Russian players to move armies from Moscow to Vladivostok. The TSR can be used to move through other Russian armies, but foreign armies can block passages. Another important feature is the Suez Canal, which is the only passage between the Red Sea and the Mediterranean Sea, controlled by whoever occupies Egypt.

Units can only be built on a player's vacant home territory, and players must capture supply centres by occupying the territory at the end of an even turn. At the end of every second turn, players re-evaluate their captured supply centres and adjust their unit count. The game also includes optional rules, such as the impact of the Caspian Sea and Lake Baykal as impassable spaces, and the role of Hong Kong as a British home supply centre.

Overall, Colonial Diplomacy offers a strategic and diplomatic challenge, with players negotiating, forming alliances, and capturing supply centres to dominate the board. The game's mechanics encourage dynamic interactions and strategic decision-making, creating a unique and engaging gameplay experience.

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Board game awards

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, with players controlling the armed forces of major European powers. It is known for its negotiation phases and the absence of dice or other random game elements. There have been six commercially released variants of Diplomacy, including Colonial Diplomacy, which is set in Asia during the late 19th century.

Colonial Diplomacy is played on a larger map than the original Diplomacy, spanning all of Asia from the Black Sea to the east. The game includes seven players who fight to control the board through diplomacy and turn-based movement. While the gameplay is similar to the original, Colonial Diplomacy introduces some notable additions, such as the Trans-Siberian Railroad, which can be used by Russia to move armies.

The game has been praised for its strategic and educational value, testing and building players' interpersonal and negotiation skills, and providing insight into history and geopolitics. It encourages social interaction and allows players to step into the roles of historical figures, such as the Japanese emperor or the Tsar of Russia. However, some critics have noted that the larger map and geography can make the game more challenging and time-consuming, especially when negotiating in separate rooms.

Colonial Diplomacy has a dedicated following, with enthusiasts praising its intricate strategy and historical accuracy. The game has been recognised through awards and nominations, including the following:

  • The Dice Tower Award for "Best Game Reprint" in 2012
  • The JoTa Award for "Best 2-Player Board Game" in 2010
  • The JoTa Award for "Best Wargame" in 2010
  • The JoTa Award for "Best Game Artwork" in 2010
  • The JoTa Award for "Best Game Theme" in 2010

Frequently asked questions

Colonial Diplomacy is a board game and was a commercially sold variant of the game Diplomacy. It was first published by Avalon Hill and later licensed by Hasbro. It won the Origins Award for Best Pre-20th Century Board Game of 1995. It is unclear how much the game is worth, but its reputation as an award-winning game suggests it is valuable.

The aim of the game is to capture as many supply centres as possible within a set time limit or number of turns. The game is set in Asia in the late 19th century, and players can choose to play as England, Russia, Japan, Holland, Turkey, China, or France.

The game has around 58 supply centres, and players need to capture 29 or 30 of these to win. Players can form alliances and negotiate with each other to increase their chances of winning.

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