
Diplomacy and War are two popular strategic board games. Diplomacy, created by Allan B. Calhamer in 1954, is a strategic board game set in Europe in the years leading up to World War I. It involves two to seven players, each controlling the armed forces of a major European power. The game is unique due to its focus on negotiation and alliance-building, and the absence of dice or other elements that introduce randomness. On the other hand, War is a simple game of chance played with a standard deck of 52 cards. Players deal out cards face down, flip one card over, and the person with the highest card wins all the cards in the middle. The goal is to eventually win all the cards. War can be played with two to four people and can be adapted with special rules, such as adding Joker cards or playing with half a deck.
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What You'll Learn

War card game rules
War is a simple card game that can be played by two or more players using a standard 52-card deck. The game is typically played by children and does not involve much strategy. The objective of the game is to win all of the cards.
To set up the game, deal all the cards evenly among the players, face down. Each player should keep their cards in a packet without looking at them. During each turn, or battle, both players turn over the top card in their pile. The player with the higher card wins and gets to add both cards to the bottom of their stack. Cards are ranked with 2 as the lowest and the Ace as the highest. When each player turns over the same card, this is a tie and a "War" begins.
If a war is initiated, each player places the next three cards from their pile face down in the centre of the table and then another card face-up. The owner of the higher face-up card wins the war and adds all the cards on the table to the bottom of their deck. If the new face-up cards are equal, the war continues, with each player putting another card face-down and one face-up. The war goes on until one player's face-up card is higher, at which point that player wins all the cards in the war.
There are several variations of the game, including a rule called "Underdog" where a player who loses a war can check the three face-down cards from the war. If any of them are a 6 (or another predetermined number), then that player steals the victory. Another variation is to play with three cards being played face-down during a war. If a player runs out of cards during a war, they lose immediately.
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War card game variations
The traditional card game War has many variations that can make the game more exciting and challenging. Here are some notable variations:
Strategy War or Armed War
In this variation, players choose a card from their hand on each turn instead of pulling from the top of their pile. This introduces an element of strategy, as players must decide whether to use their best cards early on or save them for later.
Addition War
This variation is excellent for children learning addition. Each player places their top two cards face-up on the table and adds them together. The player with the higher sum wins all four cards.
Slapjack War
This variation adds a speed element to the game. Players draw cards one by one into a central pile, and when a Jack appears, everyone races to slap the pile. The fastest slapper claims the entire stack, adding it to their cards.
Egyptian Ratscrew War
This variation introduces changing trumps to the traditional high-card dynamics, creating an ever-evolving battlefield. The player who initiates the war selects the trump suit, but subsequent wars may introduce new trumps, requiring players to adapt their tactics accordingly.
Bettelmann ("Beggar Man") and Tod und Leben ("Life and Death")
These German variants, mentioned as early as 1833, use a 32-card Skat pack for two players. In Tod und Leben, one player uses the red suits, while the other uses the black suits.
Other Variations
- Playing with two decks of standard 52-card playing cards instead of one.
- Using Jokers as the weakest cards.
- Playing with more than two players, where the winner of a battle can choose to take one of the cards as a "prisoner."
- Allowing players to replay the game from the beginning if they run out of cards during a war.
- Dealing three cards face-down during a war instead of the usual one or two.
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How to play Diplomacy
Diplomacy is a strategic board game created by Allan B. Calhamer in 1954 and released commercially in the United States in 1959. It is a multiplayer, web-based implementation of the turn-based strategy game, in which players try to conquer Europe. The game is set in Europe in the years leading up to the First World War, and each player controls the armed forces of a major European power. The seven nations are Austria-Hungary, England, France, Germany, Italy, Russia, and Turkey. Each player is given three units (four for Russia) which are located on various supply centres on the board, within the initial boundaries of the nations they are defending.
Units are either armies or navies, and every unit has the same strength and movement (one space). Navies can traverse the seas and control coastal areas, while armies are limited to the land. Outside the borders of the various nations are areas of contention, which are minor powers or smaller nations. These areas also have supply centres, which are important because they allow players to produce more units. The total number of military units a player can support is equal to the number of supply centres they control.
The game is played by two to seven players, and each player aims to move their few starting units and defeat those of others to win possession of a majority of strategic cities and provinces marked as "supply centres" on the map. Players spend much of their time forming and betraying alliances with other players and forming beneficial strategies. Luck plays no part in Diplomacy—cunning, cleverness, honesty, and perfectly-timed betrayal are the tools needed to outwit your fellow players.
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Diplomacy strategy and negotiation
Diplomacy is a strategic board game created by Allan B. Calhamer in 1954 and released commercially in the United States in 1959. It is set in Europe in the years leading up to World War I, and involves players controlling the armed forces of major European powers. Each player aims to move their few starting units and defeat those of others to win possession of a majority of strategic cities and provinces marked as "supply centers" on the map. These supply centers allow players to produce more units.
The game is distinguished by its negotiation phases, where players form and betray alliances, and the absence of dice or other elements that produce random effects. To win, players must be strategic and diplomatic, making deals and alliances with other players, and betraying them when beneficial.
- Be flexible and adjust your tactics based on the situation. Diplomacy requires adopting a dynamic mindset and reacting appropriately to changing circumstances.
- Focus on negotiation and charismatic interactions with other players. The game revolves around forming alliances and negotiating deals. Develop your persuasive skills and be prepared to bargain, compromise, and collaborate with other players.
- Maintain a balance between diplomacy and cunning. While negotiation is essential, players should also be cautious and strategic. Carefully consider when to trust others and when to act in their self-interest.
- Think strategically and anticipate potential outcomes. Analyze the board, assess your position, and make calculated moves. Consider the potential consequences of your actions and how they might impact your relationships with other players.
- Utilize secret negotiations and scheming. Diplomacy can involve covert discussions and planning with other players. Take advantage of opportunities to communicate privately and coordinate strategies that may benefit your position.
- Be mindful of the impact on personal relationships. Diplomacy can evoke strong emotions, and it is important to separate in-game alliances and betrayals from real-life friendships. Communicate with fellow players to ensure everyone understands the distinction between the game and their actual relationships.
- Consider variations and alternative rules. Diplomacy can be adapted for different player counts and scenarios. Experiment with different setups, such as eliminating certain powers or introducing non-player factions, to add variety and complexity to the game.
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Two-player Diplomacy
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. The game is played by two to seven players, with each player controlling the armed forces of a major European power (or multiple powers if there are fewer players). The objective is to defeat other players' units and gain possession of a majority of strategic cities and provinces marked as "supply centres" on the map. These supply centres allow players to produce more units.
When playing with two players, each player controls multiple countries. Supply-centre ownership is computed for each individual country, and adjustments must be made by each country based on its supply-centre holdings. In this version of the game, Italy is eliminated. Italian units hold their positions and defend themselves but do not support each other. They may be supported by units belonging to any of the players. If Italian units are forced to retreat, they are disbanded.
The game proceeds by seasons, beginning in the year 1901, with each year divided into two main seasons: 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. During the negotiation phase, players may go to another room or corner to form alliances, exchange information, or plan military strategies. During the movement phase, each player writes their "orders" on a slip of paper, usually keeping them secret, and all orders are exposed at once.
After each Fall move, newly acquired supply centres become owned by the occupying player, and each player's supply centre total is recalculated. Players with fewer supply centres than units on the board must disband units, while players with more supply centres may build new units in their open (unoccupied) Home centres. Players who have lost all their Home centres cannot build new units, and those who control no supply centres are eliminated from the game. If a player controls 18 or more (more than half) of the 34 supply centres at the end of a year, they win the game.
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