
Diplomacy is a strategy board game invented by Allan B. Calhamer, a Harvard University undergraduate, in the 1950s. The game is set in 1901, at the height of the rivalry among the great imperial powers of England, France, Germany, Italy, Austria-Hungary, Russia, and Ottoman Turkey, which would eventually lead to World War I. Diplomacy is known for its cut-throat nature, with players forming alliances and engaging in betrayal and backstabbing to achieve their goals. While some people enjoy the intrigue and strategy of the game, others find it too time-consuming and potentially damaging to relationships. The game has been adapted for online play and has a dedicated following, but its complex gameplay and lengthy duration might not be for everyone.
| Characteristics | Values |
|---|---|
| Game type | Strategy board game |
| Inventor | Allan B. Calhamer |
| Year invented | 1950s |
| Setting | Simplified map of Europe in 1901 |
| Gameplay | Built around social interactions between seven committed players, each pursuing their own selfish interests through a series of ephemeral military pacts |
| Gameplay | Players don't take turns sequentially; instead, all players secretly write down their moves after a negotiation period, then all moves are revealed and put into effect simultaneously |
| Gameplay | There are no dice |
| Gameplay | There are only two types of game pieces: armies and fleets |
| Gameplay | Players can issue attack and support orders after each round of negotiations |
| Gameplay | Land and sea power are almost equally significant |
| Gameplay | Players can choose to raise an army or a fleet |
| Gameplay | Players can form alliances and spread disinformation |
| Cutthroat nature | Players have to actually negotiate, and the only tools they have are their personality, ego, and charisma |
| Cutthroat nature | Betrayal is an integral aspect of the game |
| Cutthroat nature | Player elimination can happen rapidly |
| Cutthroat nature | Different nations have different difficulties |
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What You'll Learn

The game is time-consuming and can be emotionally draining
The game Diplomacy is time-consuming and emotionally draining. 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. The length of the game can be a problem for some players, with one source stating that it is difficult to get seven people to commit seven hours to play. The game is also emotionally draining because it is built around social interactions and negotiations between seven committed players, each pursuing their own interests through a series of military pacts. The game is cut-throat and players must be willing to lie and betray each other to win. This can lead to hard feelings and ruined relationships if players are unable to separate the game from real life.
The emotional toll of the game is heightened by the fact that there is no element of chance in Diplomacy. There are no dice, and there are only two types of game pieces: armies and fleets. The only tools players have are their personality, ego, and charisma. When a player loses, it feels personal because there is no one else to blame. The player themselves is the reason for the loss. This can be a huge psychological blow and cause people to take the game very personally.
Additionally, the game is emotionally draining because it requires players to be constantly vigilant and on their guard. Players must always be aware of the possibility of betrayal and must be willing to adapt their strategies accordingly. This can be exhausting, especially for players who are not used to this level of intensity in a game.
The time commitment and emotional toll of Diplomacy are important considerations for potential players. The game is not for everyone, and it is important to go into it with the right expectations. It is a game that requires a significant investment of time and energy, and players must be prepared for the potential emotional fallout.
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It is not suitable for casual players or a party setting
Diplomacy is a strategy board game invented by Allan B. Calhamer, a Harvard University undergraduate, in the 1950s. The game is set on a map of Europe in 1901, at the height of the rivalry among the great imperial powers of England, France, Germany, Italy, Austria-Hungary, Russia, and Ottoman Turkey. While the rules of the game are simple and easy to learn, the gameplay is complex and built around social interactions and negotiations between seven committed players, each pursuing their own interests through military pacts and alliances.
The game is not suitable for casual players or a party setting for several reasons. Firstly, the game requires a significant time investment. The length of the game can be a factor in the enjoyment of a game with betrayal and temporary alliances, as having plans destroyed due to betrayal after investing several hours can be frustrating and lead to a psychological blow. Secondly, the game is complex and requires committed players who are willing to engage in strategic thinking and negotiations. Casual players may not be interested in or suited for this level of complexity and commitment.
Additionally, the game is known for being "cutthroat" and can lead to ruined friendships or strained relationships. The game revolves around building alliances and negotiating, and betrayal is an integral aspect. While this aspect may appeal to serious gamers, casual players may not be prepared for or comfortable with the level of deception and backstabbing that can occur. The game also differs from other war games in that players do not take turns sequentially. Instead, all players secretly write down their moves after a negotiation period, and then all moves are revealed and executed simultaneously. This format can be challenging for casual players who are used to taking turns and may contribute to the game's reputation for being cutthroat.
Furthermore, the game is designed for seven players, each pursuing their own interests. In a party setting, it may be challenging to find enough people interested in playing the game simultaneously, and the dynamic of the group may not be conducive to the intense negotiations and strategic gameplay that Diplomacy requires. The game is also not well-suited for casual players who are not familiar with the game, as some nations are more difficult to play than others, and a novice player could be quickly eliminated from the game.
In conclusion, while Diplomacy can be an engaging and intriguing game for serious gamers, it is not recommended for casual players or a party setting due to the time commitment required, the complexity of the game, the potential for strained relationships, and the need for a dedicated group of seven players.
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It is historically inaccurate and insensitive
The strategy board game Diplomacy is historically inaccurate and insensitive. The classic version of the game is set in 1901, at the height of the rivalry among the great imperial powers of England, France, Germany, Italy, Austria-Hungary, Russia, and Ottoman Turkey, which would eventually lead to World War I. However, the game's depiction of this era is inaccurate and fails to acknowledge the human cost of colonial expansion and the atrocities committed by these powers.
For example, the game map depicts Montenegro as part of Austria-Hungary, despite the fact that Montenegro had declared its independence in 1878, well before the game's setting. Similarly, North Africa and Tunis are shown as neutral territories, despite being part of the French colonial empire at the time. These inaccuracies demonstrate a lack of attention to historical detail and sensitivity towards the complex political and cultural realities of the period.
The game also simplifies the complex dynamics of international relations, portraying a "gentlemanly board game" among the Western imperial powers while ignoring the human suffering caused by their actions. The game mechanics themselves reflect a simplistic view of diplomacy, with players forming alliances, sharing intelligence, and spreading disinformation. While this may be strategically challenging, it fails to capture the ethical and moral complexities of real-world diplomacy.
Furthermore, the game's focus on power dynamics and competition for influence can be insensitive to the historical context. The game is suited for players who dream of wielding power in its purest form, which can lead to a disregard for the consequences of such power struggles. The game's structure, which encourages temporary alliances and backstabbing, can also lead to strained relationships among players, as it blurs the line between in-game tactics and personal interactions.
Overall, while Diplomacy may offer strategic challenges and insights into power dynamics, its historical inaccuracies and insensitivity towards the human cost of colonial expansion make it a problematic representation of this tumultuous era in history.
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It is not a game about negotiation or diplomacy
Diplomacy is a strategy board game invented by Allan B. Calhamer, a Harvard University undergraduate, in the 1950s. The game is set on a simplified map of Europe in 1901, at the height of the rivalry among the great imperial powers—England, France, Germany, Italy, Austria-Hungary, Russia, and Ottoman Turkey—that would eventually lead to World War I. While the game involves negotiation and social interaction, it is not primarily about negotiation or diplomacy. Instead, it is a game that models the realist view of international relations, where sovereign states rationally compete for spheres of influence, eventually achieving a stable balance of power.
In Diplomacy, there are no dice, as in classic strategy games like Risk or Axis & Allies. Instead, there are only two types of game pieces: armies and fleets. Land and sea power are both significant, and players must decide whether to raise an army or a fleet. The game proceeds by seasons, with each year divided into "Spring" and "Fall" moves. Each season is further divided into negotiation and movement phases, followed by "retreat" or "disband" adjustments. While there is a negotiation phase in the game, it is not a game about negotiation or diplomacy in the traditional sense. Instead, it is a cut-throat game where players pursue their own selfish interests and form temporary alliances that often involve betrayal.
During the negotiation phase, players discuss tactics and strategy, form alliances, and share intelligence or spread disinformation. However, there are no rules governing the negotiation process. Players must rely on their social skills, personality, and charisma to negotiate and form alliances. The game differs from other war games in that players do not take turns sequentially. Instead, all players secretly write down their moves after the negotiation period, and then all moves are revealed and executed simultaneously. This simultaneous move mechanic adds to the complexity of the game and makes it challenging to negotiate and form alliances.
While the game involves social interaction and negotiation, it is not a game about diplomacy in the traditional sense of finding mutually beneficial solutions or compromising. Instead, it is a game about pursuing one's own interests and outmaneuvering opponents through strategic alliances and betrayal. The game's structure and mechanics encourage players to form temporary alliances and make promises that they will eventually break. This aspect of the game can be psychologically challenging for some players, as they may take it personally when their plans are derailed by betrayal. Therefore, while negotiation and social interaction are essential components of the game, Diplomacy is not a game primarily about negotiation or diplomacy. Instead, it is a complex and competitive strategy game that involves social interaction and negotiation as tools to achieve victory.
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It is not a game for everyone
Diplomacy is a strategy board game invented by Allan B. Calhamer, a Harvard University undergraduate, in the 1950s. The game is set on a simplified map of Europe in 1901, at the height of the rivalry among the great imperial powers of England, France, Germany, Italy, Austria-Hungary, Russia, and Ottoman Turkey, which would eventually lead to World War I. It is a game that models the realist view of international relations, where sovereign states rationally compete for influence and power.
While Diplomacy has been described as a game that "ruins friendships", it is important to note that it is not a game for everyone. The game involves social interactions and negotiations between seven committed players, each pursuing their own interests through military pacts and alliances. The absence of dice, unlike other classic strategy games, means that players' decisions and strategies are crucial. The game is simple and easy to learn, but the actual gameplay is complex and cut-throat.
The length of the game, which can last for several hours, coupled with the element of betrayal, can make it challenging for some players. It requires a significant time investment, and having plans destroyed due to betrayal or broken alliances can be frustrating and psychologically challenging. The game is suited for players who are comfortable with this level of competition and who are willing to separate in-game actions from personal relationships.
Additionally, the game's depiction of historical events and power dynamics may be uncomfortable or inappropriate for some players. The pre-World War I setting, where Western imperial powers divided the world among themselves, represents a dark period of massacres, genocides, and oppressions for many. Players take on the roles of these imperial powers without any moral or ideological distinctions, which may be disturbing for those sensitive to such topics.
In conclusion, while Diplomacy offers a unique and intriguing gaming experience, it is essential to recognize that it may not appeal to or be suitable for everyone. The game's complexity, competitive nature, time commitment, and sensitive themes mean that it caters to a specific audience interested in strategy, geopolitics, and power dynamics. For those who embrace the challenges and nuances of Diplomacy, it can be an engaging and captivating game. However, for others, it may fall short or create uncomfortable situations. Ultimately, it is essential to approach Diplomacy with the right expectations and ensure that all players are comfortable with the game's dynamics and potential consequences.
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Frequently asked questions
Diplomacy is a strategy board game invented by Allan B. Calhamer, a Harvard University undergraduate, in the 1950s. It is a game for people who are interested in international relations, geopolitics, and politics. The classic version of the game is set on a simplified map of Europe in 1901, at the height of the rivalry among the great imperial powers.
Diplomacy is not a bad game, but it is not for everyone. It is a cut-throat game that can ruin friendships. The game is structured around building alliances and betrayals, and the length of the game makes betrayal hurt more. It is a game that needs to be labelled as "cut-throat" so that people go into it with the right expectations.
Diplomacy is considered a bad game because it can ruin friendships. The game is built around social interactions and negotiations between players, each pursuing their own selfish interests. The game is simple and easy to learn, but the actual gameplay is complex.
Part of what keeps Diplomacy interesting is its versatility. There are dozens, if not hundreds, of variant maps spanning regions and eras. The game board is on the scale of an entire continent, rather than a single campaign theatre. Land and sea power are almost equally significant, and a player's decision to raise an army or a fleet is crucial.
Some alternatives to Diplomacy include Clockwork Wars, Game of Thrones, and Rising Sun.

























