Mastering Diplomacy: Strategies For Game Masters

how to gm for diplomacy board game

Diplomacy is a classic board game that involves strategic and abstract combat, with a focus on diplomacy and negotiation rather than military tactics. The board is a map of 1901 Europe, including Turkey, Syria, and North Africa, and is divided into land and sea regions. The game proceeds by seasons, with each year divided into Spring and Fall moves, followed by retreat or disband adjustments. Players negotiate, form alliances, and share intelligence, but are not bound by any agreements made. To GM a game of Diplomacy, it is important to have a clear understanding of the rules and to consider how many hidden mechanics to include. GMs should also be prepared to answer player questions without revealing privileged information and can use private messages to communicate with players about rule clarifications or substitutions.

Characteristics Values
Game rules Should be well-defined and understood by all players
Hidden mechanics Should be used sparingly, especially for first-time GMs
PlayDip experience Recommended for GMs before hosting a game
Game peer review Recommended before posting a game in the "Pending Games" subforum
Player concerns Should be addressed in the AAR, not during the game
Game numbering protocol Games receive Roman Numerals based on when they begin
Game roster At the GM's discretion
Game type "Ranked" and "Not Ranked" games are identical except for the results of "Ranked" games being included in the site's rating system
Game deadline 24 hours is the minimum
Game map Should be standard, non-standard maps are a different game

cycivic

Understanding the rules and how to play

Diplomacy is a strategic board game that simulates international relations and diplomacy in pre-World War I Europe. The board represents a map of Europe and parts of North Africa, divided into several regions. The game aims to capture and control a majority of these regions, which are called "supply centres". Each player takes on the role of a Great Power of the time, including England, France, Germany, Italy, Austria-Hungary, Russia, and the Ottoman Empire.

The game proceeds by seasons, starting in the year 1901, with each year divided into two main seasons: Spring and Fall. Each season consists of several phases: negotiation, movement, retreat/disband, and a winter phase for new builds. During the negotiation phase, players discuss tactics, form alliances, and share intelligence. Importantly, no agreements are binding, and players are free to spread disinformation.

In the movement phase, players write down their moves in secret and submit them to an arbitrator, who executes them simultaneously. All units can only move one space at a time, and each space can only be occupied by one unit. The exception is when a convoyed army is supported by multiple fleets, allowing it to move multiple spaces. A unit can also be supported by another unit in holding its position, and supporting units can be supported in return. To attack an enemy unit, a supporting unit must border the destination province.

After each Fall move, newly acquired supply centres become owned by the occupying player, and supply centre totals are recalculated. Players with fewer supply centres than units on the board must disband units, while those with more supply centres can build new units in their open Home centres. Players who lose all their Home centres cannot build new units, and those with no supply centres are eliminated. The game ends when a player controls 18 or more supply centres, which is more than half, at the end of a year. Alternatively, players may agree to a draw.

cycivic

Creating a well-defined set of rules

When creating a well-defined set of rules for a Diplomacy board game, it is important to consider the following:

Firstly, it is advisable to have some prior experience of playing the game. This will help you understand the mechanics and dynamics of the game, enabling you to create a more comprehensive set of rules. Playing the game beforehand will also allow you to connect with other players, who may be interested in joining your game. It is also beneficial to be aware of the different variants of the game, such as the "Versailles" version, which has different rules and settings.

Secondly, consider the number of hidden mechanics you include. While mystery mechanics add interest and excitement, they can be complex and may provide an advantage to certain players or teams. Therefore, it is important to carefully balance these hidden elements with clarity and fairness for all players.

Additionally, it is worth noting that players appreciate having a general understanding of the game they are signing up for. Providing a clear set of rules and guidelines will make your game more appealing to potential players and help it fill up quickly. This includes considering the starting year, number of players and powers, victory conditions, and any special rules or variations you intend to implement.

Furthermore, as the game master (GM), you have discretion over the game roster and certain rulings. However, it is important to be mindful of what information you reveal to players, especially in public. There may be times when you cannot adequately explain your rulings without disclosing privileged information. In such cases, you can politely inform the players that you will provide a full explanation at the end of the game or in a post-game discussion.

Finally, to ensure a smooth gaming experience, consider requiring players to enable the "Hide online status" setting. This can be found in the "Board Preferences" tab of the User Control Panel. Additionally, you can use private messages (PMs) to communicate with players regarding rule clarifications, substitutions, or reminders for submitting orders.

cycivic

Considering the number of hidden mechanics

When GMing a game of Diplomacy, it is important to consider the number of hidden mechanics you include. While these mechanics are fun and add interest, they can be a common pitfall for first-time GMs. Mystery mechanics can give the mafia a significant advantage and can even hinder the town indirectly in a low-information game. Therefore, it is recommended to carefully consider how many hidden mechanics to include and to balance them appropriately.

To ensure a well-rounded and enjoyable experience for all players, it is advisable to have a good understanding of the game mechanics before modifying or adding hidden ones. Playing the game beforehand or consulting experienced players and moderators can provide valuable insights. This way, GMs can gauge the impact of hidden mechanics and make informed decisions about their inclusion.

Additionally, it is worth noting that players often appreciate a well-defined set of rules. Games with clear rules tend to attract players more quickly. While hidden mechanics can add intrigue, a balance should be maintained to ensure that players are not overly confused or disadvantaged. It is crucial to strike a balance between keeping players engaged and ensuring a fair playing field.

Furthermore, as the GM, it is essential to be prepared for player inquiries and concerns. While it is not always necessary to reassure players about every detail, there may be times when privileged information needs to be disclosed to address their queries adequately. GMs should use their discretion and find a fair approach to handling such situations, such as providing explanations after the game or in a separate thread.

In conclusion, when GMing Diplomacy, carefully consider the number of hidden mechanics included. While they enhance the game, they can also be complex and impact the gameplay significantly. Striking a balance between intrigue and fairness is crucial for a positive player experience. Playing the game beforehand, consulting experienced players, and being prepared to address player concerns are all important aspects of GMing Diplomacy effectively.

cycivic

Choosing a starting year and map

The board game Diplomacy was created in 1954, and its details were developed through playtesting until the 1958 map and rules revisions. The board is a map of 1901 Europe plus Turkey, Syria, and North Africa. It is divided into fifty-six land regions and nineteen sea regions. 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 and an end-of-the-year Winter phase of new builds or removals following the Fall adjustments.

There are several variants of the game with different starting years and maps. The "Winter 1900" variant begins the game with a builds phase before Spring 1901, allowing all the powers to choose their initial units in their home centers. The "Age of Empires" variant also incorporates the Winter 1900 rules and begins in 1900 BC. The "1900" variant includes significant changes to the map and rules, such as making Ireland and Iceland passable and allowing armies to cross from Clyde to Ireland even if an enemy fleet is in the North Atlantic.

The "Modern Diplomacy" variant updates the map to circa 1994 and includes Europe, the Middle East, and North Africa. Any country with more than 30 million inhabitants was made a power, and those with more than 60 million inhabitants were given 4 home centers. The "Empire" variant is set in North America, and players can choose to play as one of 10 new or old nations in a bid to conquer the continent. The "Chaos" variant is played by 34 players, each owning a single supply center on the standard Diplomacy map. The game starts in Winter 1900 at the adjustment phase, and players choose which type of unit they wish to build.

There are also variants of the game that are based on different historical settings or fictional settings such as Lord of the Rings. For example, the "Hundred" variant is a map for three players based on the Hundred Years' War, and the "Ard-Rí" variant is based on pre-Christian Ireland. The "Classical" variant is based on the ancient world after the death of Alexander the Great, and the "Colonial Diplomacy" variant is set in colonial Asia.

cycivic

Joining a community for GM support

Joining a community of fellow Diplomacy players can be a great way to get support and advice for GMing the game. There are several online communities dedicated to the game, including the r/diplomacy subreddit, where players and GMs alike can ask for tips and share their experiences. For example, one user on this subreddit recommends using a Backstabbr sandbox to help adjudicate everything correctly, especially if you are new to the game. Another user suggests laminating maps and providing dry-erase markers, as well as clipboards for players to keep their order sheets mobile and private.

In addition to online communities, there are also offline communities and clubs that host annual tournaments and monthly games. These can be a great way to connect with other players and GMs in person and to get hands-on support and advice. One example of an offline community is the Winter Blitz, which has been open to new members since 2011.

Another option for joining a community for GM support is to play the game by mail, which has been a popular way to play Diplomacy since the 1960s. This can be done through postal mail or email, and there are even dedicated online servers with automatic adjudicators, such as Backstabbr, that can help with the gameplay.

Finally, there are also several online resources and glossaries available for Diplomacy players and GMs, such as PlayDiplomacy.com, which can provide helpful information and support for those looking to GM the game.

Frequently asked questions

Diplomacy is a board game set in Europe in the early 1900s. The board is divided into 56 land regions and 19 sea regions. The game proceeds by seasons, with each year divided into two main seasons: "Spring" and "Fall" (or "Autumn") moves. Each season is further divided into negotiation and movement phases, followed by ""retreat" or "disband" adjustments.

To become a GM (Game Master) for Diplomacy, it is recommended that you first gain some experience playing the game. This will help you understand how the game is run and establish connections with potential players. You can then create your own game with a well-defined set of rules and consider having it peer-reviewed by a moderator or another experienced GM before posting it in the "Pending Games" subforum.

When creating your own Diplomacy game, consider the number of hidden mechanics you include. While mystery mechanics can add interest and be balanced, they can also become an advantage for certain roles. It is also important to clearly communicate with players and provide rule clarifications when needed. Additionally, consider requiring players to enable the "Hide online status" setting to maintain an element of surprise.

There are several variations of Diplomacy games available, including online versions and in-person board games. The online versions may have different player classes, such as "diplomat" or "ambassador", based on players' histories of surrenders and NMRs (No Moves Received). There are also different game formats, such as "Ranked" and "Not Ranked", which differ in terms of how results are included in the site's rating system.

Diplomacy is a game that heavily involves social interaction and interpersonal skills. Forming alliances, sharing intelligence, and spreading disinformation are all part of the negotiation phase. Additionally, understanding the balance between land and sea power is crucial, as well as deciding whether to raise an army or a fleet. Building and maintaining supply centers are also important aspects of the game, as players with more supply centers than units on the board can build new units.

Written by
Reviewed by
Share this post
Print
Did this article help you?

Leave a comment