
Writing orders in Diplomacy is a crucial part of the game, as they determine the actions of your armies and fleets. Each player secretly writes their orders on paper, which are then revealed and executed simultaneously. These orders can be to Hold, Attack, Support, or Convoy. When writing orders, players must specify the type of unit (A for army or F for fleet) and the destination province. For example, A Paris-Picardy means the army should move from Paris to Picardy. It's important to be clear and concise when writing orders, as illegal, ambiguous, or mistaken orders may not be followed, resulting in units holding their positions. Players are usually given a limited time, such as five minutes, to write their orders after the diplomacy period ends.
| Characteristics | Values |
|---|---|
| Time taken | No more than 5 minutes should be allowed for writing the moves after the diplomacy period has ended |
| Diplomacy and conversation | Not allowed during the writing and reading of moves, between moves and retreats, during and after retreats, or during adjustment |
| Number of players | Best played by seven players, though as few as two may play |
| Orders | Written on a slip of paper, usually kept secret, and exposed at once |
| Order format | The type of unit is written first ("A" for army or "F" for fleet) followed by the province they occupy |
| Move order | Written with a dash, e.g. A Paris-Picardy means an army must move (attack) from Paris to Picardy |
| Illegible or ambiguous orders | If the order is illegal, miswritten or ambiguous, the units hold their position |
| Reading orders | One player reads all the orders, starting with their own, while another player, preferably not their ally, checks the orders |
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What You'll Learn

How to physically write the orders
When physically writing diplomacy orders, it is important to follow a clear and consistent format to avoid any ambiguity or confusion. Here is a step-by-step guide on how to physically write your orders:
Formatting Your Orders
- Date Your Orders: All orders must be dated, for example, "Spring 1902" or "Fall 1903". This is important as it helps players keep track of the game timeline and ensures orders are executed in the correct sequence.
- Specify Unit Type: Begin by indicating the type of unit you are issuing orders for. Use "A" for army and "F" for fleet. This is crucial as different units have different capabilities and movement restrictions.
- Identify Unit Location: Next, specify the province occupied by the unit. This is important for understanding the unit's current position and any potential conflicts or collaborations with other units.
- Provide the Order: After that, write the specific order for the unit. The four basic orders in Diplomacy are "Hold," "Move," "Support," and "Convoy". For example, a "Move" order might instruct a unit to advance to a neighbouring province.
- Indicate Target Province (if applicable): If the order involves a target province, such as in a "Move" or "Attack" order, be sure to specify the destination province. For example, "A London - Paris" might indicate an army moving from London to Paris.
- Use Standard Notation for Support Orders: When writing support orders, use the standard notation of an "S". For example, "A Paris S A Marseille - Burgundy" means that the army in Paris is supporting the army in Marseille as it attacks Burgundy.
- Retreat and Disband Orders: If a unit is dislodged, it must either retreat or be disbanded. Retreat orders should specify an unoccupied adjacent province to which the unit can retreat. Alternatively, you can indicate disbandment by writing "Disband".
- Convoy Orders: When issuing a convoy order, specify the type of unit being convoyed and the starting and ending coastal provinces. For example, "F English Channel Convoy A London - Paris".
- Use Clear Handwriting: While tricky handwriting might offer plausible deniability when you want to backtrack on a promise to an "ally", it's important to ensure your orders are legible to avoid misunderstandings and maintain the flow of the game.
Submitting and Revealing Orders
- Write in Secret: Each player should write their orders in secret, without any discussion or diplomacy. This adds an element of surprise and strategy to the game.
- Submit to Arbitrator: Once written, orders are submitted to an arbitrator or judge who will facilitate the game and ensure rules are followed.
- Simultaneous Revelation: After all players have submitted their orders, the arbitrator will reveal them simultaneously. This adds excitement and prevents players from altering their strategies based on the knowledge of others' moves.
- Resolve Conflicts: Any conflicts or interactions between orders, such as attacks on the same province, should be resolved based on predetermined rules or through negotiation and bargaining.
- Adjust Board: Finally, the arbitrator will adjust the board according to the executed orders, moving units, capturing provinces, and updating supply centres as necessary.
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Orders for different units
When writing diplomacy orders, players should keep in mind that they can only give orders for their own units. Each player writes their orders for every unit on a piece of paper, usually keeping them secret. All orders must be dated, for example, "Spring 1902" or "Fall 1903".
The format of the orders is as follows: first, the type of unit is written ("A" for army or "F" for fleet"), then the province the unit occupies, followed by the order (Hold, Move, Support, Convoy). A target province can optionally be included. For example, "A Burgundy Move Belgium" or "F Belgium Convoy A England".
Army
- "A Munich Move Bohemia" - The army in Munich will move to Bohemia.
- "A Paris Hold" - The army in Paris will hold its position.
- "A Rome Support A Venice" - The army in Rome will support the army in Venice, either by holding its position or attacking a province.
Fleet
- "F Belgium Convoy A England" - The fleet in Belgium will convoy the army in England, allowing it to cross a body of water to a coastal province.
- "F Spain (NC) Move Portugal" - The fleet on the North Coast of Spain will move to Portugal.
- "F Constantinople Move Black Sea" - The fleet in Constantinople will move to the Black Sea in two turns, passing through the unoccupied Aegean Sea.
It is important to note that orders must be specific and unambiguous. If an order is illegal, miswritten, or ambiguous, the unit will hold its position.
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What to do if an order is unclear
If an order is unclear, it is important to establish whether it is illegal, mistaken, ambiguous, or simply badly written. If an order is illegal, it is not followed, and the unit ordered stands in its place. A mistaken order, if legal, must be followed. An ambiguous order, or one that admits of two meanings, is not followed. A badly written order, which nevertheless can have only one meaning, must be followed.
In the case of an unclear order, it is also important to consider the context in which it was given. For example, during the diplomacy period, players may engage in bargaining, joint military planning, exchanging information, spreading rumours, and so on. It is possible that the unclear order was a result of miscommunication or a deliberate attempt to obscure the player's true intentions.
To resolve an unclear order, it may be helpful to discuss it with the player who wrote it. However, this should be done with caution, as players are not bound to keep their promises or honour their previous statements. It is also important to consider the potential impact of the unclear order on the game as a whole. If it involves a conflict with another player's order, it may be necessary to resolve the conflict before making a decision.
Finally, if the unclear order involves a move that cannot fail, it may be simplest to just execute the move and adjust the game state accordingly. This can be done by having one player read the orders, while another player moves the pieces on the board. This approach ensures that orders are followed correctly and reduces the potential for mistakes or cheating.
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The role of a Gamesmaster
Receiving and Reviewing Orders: In Diplomacy, each player writes their orders or moves in secret, and these orders are then given to the Gamesmaster. The Gamesmaster collects and reviews these orders, ensuring they are clear and unambiguous, adhere to the rules. Illegible, ambiguous, or invalid orders may fail, leaving the corresponding units at a disadvantage. Thus, the Gamesmaster plays a crucial role in maintaining the integrity of the game.
Maintaining Diplomacy Periods: Diplomacy involves periods of negotiation and conversation between players, known as diplomacy periods. These periods can last 30 minutes before the first move and 15 minutes before each subsequent move. The Gamesmaster ensures that these diplomacy periods are properly timed and adhered to. They may also facilitate private conversations between players, allowing them to strategize, bargain, or exchange information.
Resolving Conflicts: The Gamesmaster is responsible for resolving any conflicts that arise during the game. This includes overseeing retreats, dislodgements, and disbandments of units. They ensure that players follow the rules regarding unit movement and retreats, as outlined in the official rules of Diplomacy.
Facilitating Communication: The Gamesmaster acts as a central point of communication for the players. They distribute information, announcements, and documents as necessary. Additionally, they can facilitate private chats or messages between players, especially in online versions of the game.
Adjudicating Rules: The Gamesmaster is the final authority on interpreting and enforcing the rules of Diplomacy. They must have a thorough understanding of the game's mechanics, including movement rules, supply centres, unit types, and support orders. When ambiguities or disputes arise, the Gamesmaster makes a ruling to maintain the flow of the game.
Overall, the Gamesmaster's role is to create a balanced and enjoyable gaming experience for all players, ensuring that Diplomacy's intricate strategies and negotiations unfold within a structured framework.
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Diplomacy during the game
Diplomacy is a strategic board game that involves negotiation phases and the absence of dice and other game elements that produce random effects. The game is set in Europe in the years leading up to World War I, and players represent the major powers of the time. The objective is to use your armies and fleets to conquer as many supply centres as possible.
During the game, there are specific rules that govern how players can interact and negotiate with each other. These rules ensure that the game remains fair and structured while still allowing for dynamic and strategic gameplay. Players are given time to meet and discuss their plans, form alliances, and strategize. These discussions can take place privately or publicly, and players can spread rumours, make announcements, or publish written agreements. However, these agreements are not binding, and players are free to change their strategies as the game progresses.
When writing diplomacy orders, players must follow specific formats and guidelines. Orders should be written secretly and simultaneously, with each player submitting their orders for their units' movements and actions. These orders are then revealed and executed simultaneously as well, ensuring that no player has an advantage by acting first. The four basic order types in Diplomacy are "Hold", "Attack", "Support", and "Convoy". For example, an order could be written as "A Paris-Picardy", indicating that an army should move from Paris to Picardy.
To ensure fairness and prevent misunderstandings, players take turns reading their orders aloud while others follow along to verify their accuracy. If an order is illegal, ambiguous, or impossible to execute, the corresponding unit remains in place, and no further action is taken. Players are responsible for ensuring their orders are clear and adhere to the rules of the game.
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