
Diplomacy is a strategic board game created by Allan B. Calhamer in 1954 and released commercially in the United States in 1959. The game is set in Europe in the years leading up to World War I and involves players forming and betraying alliances, negotiating, and spreading disinformation. It has been used by teachers in classrooms to teach students about the major powers of WWI, the role of militarism, and the role of treaties. The game has also been noted to teach history, geography, the art of political negotiation, and critical skepticism. In this paragraph, we will explore the question: is diplomacy a good game for teaching?
| Characteristics | Values |
|---|---|
| Teaches history | The Great War, WWI, pre-World War I |
| Teaches geography | Europe, North Africa |
| Teaches art of negotiation | Forming and betraying alliances, negotiating |
| Teaches critical thinking | Players must be strategic and abstract |
| Teaches about reputation | There are no formal penalties for lying, but a player's reputation may suffer |
| Teaches about power dynamics | Players control the armed forces of a major European power |
Explore related products
What You'll Learn

Teaching history
Diplomacy is a strategic board game created by Allan B. Calhamer in 1954 and released commercially in the United States in 1959. The game is set in Europe in the years leading up to World War I. It involves players forming and betraying alliances, negotiating, and spreading disinformation. The game has been used in classrooms to teach students about the major powers of WWI, the role of militarism, and the role of treaties.
The idea for the game arose from Calhamer's study of nineteenth-century European history and political geography at Harvard. Calhamer also drew inspiration from the card game Hearts, where players team up against the leader, and from chess, which uses a limited number of spaces and pieces. The game board is a map of 1914 Europe divided into 19 sea regions and 56 land regions, 34 of which are "supply centers" that allow players to produce more units. Each player controls a major European power and aims to defeat other players' units and gain control of a majority of the supply centers.
The game has been used by teachers as a way to enrich their instruction and make it more engaging for students. For example, a 12th-grade humanities teacher used the game in their classroom after their students had read Sun Tzu's "The Art of War" and Machiavelli's "The Prince." The teacher shared their experience in a post on the "Boardgame Geek" forum, explaining how they deployed the game and addressed certain issues, such as the time it takes to teach and play, and the potential for Machiavellian behavior to carry outside of the game.
In another example, a high school teacher developed an in-class Diplomacy game to help instruct students on key teaching points related to World War I. The teacher first gave the basics of how the game works and did sample moves on an online sandbox game. The students then formed seven teams, each assigned a random country. The teacher allowed illegal moves, such as not giving needed convoy actions or moving into regions too far away, to ensure that the focus remained on the teaching points rather than the game mechanics.
The game has also been praised for its ability to help players learn about geography and history. One player shared how the game helped them to learn about the lands of the Hohenzollerns and the Habsburgs, and to gain an interest in the Battle of Caporetto, a World War I battle on the Italian-Austrian border.
In addition to the standard game, there are also a variety of variants of Diplomacy that have been created and played without being commercially published. These include settings such as the ancient world, the Renaissance, and pre-Christian Ireland. Variants may use new maps and rules or simply vary the original game, such as by adding new powers or changing the starting locations of existing powers.
Spam Texts: Should You Reply or Ignore?
You may want to see also

Teaching geography
Diplomacy is a strategic board game created by Allan B. Calhamer in 1954 and released commercially in the United States in 1959. The game is set in Europe in the years leading up to World War I and involves players controlling the armed forces of major European powers, such as Germany, Britain, or the Ottoman Empire. The game board is on the scale of an entire continent, allowing players to explore the geography of Europe and the surrounding regions.
The game can be used as a teaching tool for geography, specifically European geography. While playing the game, students can learn about the strategic locations and provinces marked as "supply centers" on the map. These supply centers allow players to produce more units and can be used to teach students about the importance of geographic advantages in military and diplomatic strategies.
Additionally, the game can help students understand the geographic circumstances of different countries and how they influenced the decisions made by world leaders during the pre-World War I era. For example, the game can illustrate how the Western imperial powers divided up the rest of the world between them, highlighting the geographic expansion and colonial empires of the time.
Moreover, the game's versatility allows for variants and expansions that can further enhance the teaching of geography. There are numerous variant maps available, spanning different regions and eras. For instance, there are variants set in the Western Hemisphere of the 1840s or in a post-apocalyptic future. These variants can provide students with a broader geographic context and help them understand the geography of other regions and historical periods.
In conclusion, Diplomacy is a useful tool for teaching geography, particularly European geography and its historical context. The game's focus on strategic locations, geographic advantages, and the ability to explore different regions through variants makes it a unique and engaging way to educate students about geography and its impact on international relations.
Political Campaign Purchases: Who Calls the Shots?
You may want to see also

Teaching the art of negotiation
Diplomacy is a strategic board game that serves as an excellent tool for teaching the art of negotiation. The game, created by Allan B. Calhamer and released commercially in the United States in 1959, is set in pre-World War I Europe. It involves two to seven players, each controlling a major European power, aiming to defeat others and gain possession of strategic cities and provinces. The game is unique in that it focuses on negotiation and forming alliances rather than combat, making it ideal for teaching negotiation strategies.
The negotiation phase of the game is crucial, as players discuss tactics, form alliances, and share intelligence or disinformation. Players are not bound by their promises, and communication and trust become essential components of the game. This aspect of the game teaches students the practicalities of diplomacy and how different states hold varying interests that can lead to conflict. It also highlights the importance of strategic negotiation skills and understanding the workings of international organizations.
During the game, players secretly write down their moves after negotiating, and then all moves are revealed and executed simultaneously. This aspect teaches students the importance of strategic thinking and how to use information to their advantage. It also showcases the impact of decisions on the game's outcome, emphasizing the delicate balance of power in negotiations.
The game's ability to mirror real-world situations, such as the policy mandates and decision-making structures of organizations like the African Union, enhances its value as a teaching tool. Students can apply their knowledge of history, geography, and international relations to navigate complex scenarios and resolve conflicts. Additionally, the game encourages students to think critically about the roles of different stakeholders and the impact of their decisions.
Diplomacy provides a "hands-on" learning experience that appeals to students and offers a unique perspective on their capabilities. It teaches them to consider the interests of their assigned countries and make concessions while strategizing. The game also emphasizes the importance of interpersonal skills, as players must evaluate the trustworthiness of their allies while maintaining their own credibility.
Travis' Response to Bowie's Diplomatic Efforts: A Complex Reaction
You may want to see also
Explore related products

Teaching critical thinking
Diplomacy is a strategic board game that can be used as a teaching tool for critical thinking in the field of international relations and diplomacy. The game was 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 forming and betraying alliances, negotiating, and strategizing to gain possession of majority strategic cities and provinces.
The game differs from other war games in that players do not take turns sequentially. Instead, they secretly write down their moves after a negotiation period, and all moves are revealed and executed simultaneously. This aspect of the game encourages critical thinking and strategic planning, as players must anticipate their opponents' moves and make their own accordingly.
Diplomacy can be used in the classroom to teach critical thinking and analytical skills related to international relations and diplomacy. For example, a high school teacher may use the game to instruct students on the major powers of WWI, the role of militarism, and the role of treaties. The game can also be used to teach Sun Tzu's "The Art of War" and Machiavelli's "The Prince", as it involves strategic thinking and negotiation.
Additionally, the use of role-playing in teaching diplomacy has been found to be a welcome alternative to the traditional theoretical approach, especially for students majoring in political sciences, international relations, or diplomacy. The MAEDRI simulation, for example, offers a pragmatic pedagogical opportunity to demonstrate how diplomacy works in a day-to-day activity, enhancing teamwork, coordination, work accuracy, and time management.
Overall, Diplomacy is a game that encourages critical thinking and strategic planning, and can be used as a teaching tool to enhance students' understanding of international relations, diplomacy, and related concepts.
Guantanamo Bay: Navigating Diplomatic Tensions with Cuba
You may want to see also

Teaching about the Great War
Understanding the Major Powers and Their Roles
The game is set in Europe at the turn of the 20th century, amidst rising tensions between the great powers of the time: England, France, Germany, Italy, Austria-Hungary, Russia, and Ottoman Turkey. By playing Diplomacy, students can gain insight into the complex dynamics between these nations, their competing interests, and the intricate web of alliances that ultimately led to the outbreak of World War I.
Exploring the Role of Militarism and Treaties
Diplomacy involves players controlling the armed forces of these major European powers. Through gameplay, students can explore the role of militarism in the lead-up to the war, including the buildup of armies and fleets, and the strategic positioning of military units. Additionally, the game highlights the importance of treaties and alliances, as players form temporary alliances, negotiate and betray one another to gain strategic advantages, reflecting the shifting alliances and treaties between nations during the Great War.
Experiencing the Complexity of International Relations
Diplomacy closely models the realist view of international relations, where sovereign states compete for influence and power. Students can experience firsthand the complexities of international diplomacy, the challenges of maintaining alliances, and the pursuit of self-interest by each nation. This aspect of the game can lead to rich discussions about the broader context of World War I and the motivations of the countries involved.
Encouraging Critical Thinking and Strategic Analysis
The game requires players to make strategic decisions, weighing military might against diplomatic maneuvering. Students must analyze the strengths and weaknesses of their positions, anticipate opponents' moves, and adapt their strategies accordingly. This process fosters critical thinking, forward-planning, and a deeper understanding of the challenges faced by leaders during the Great War.
Facilitating Engaging and Interactive Learning
Diplomacy offers a break from traditional classroom instruction, providing a fun and interactive way to learn about World War I. Students are actively engaged in the learning process, making the acquisition of knowledge more enjoyable and memorable. The game can be adapted to suit different class sizes and time constraints, ensuring a flexible and effective teaching tool.
In conclusion, Diplomacy has the potential to be a valuable resource for teaching about the Great War. By immersing students in the political and military landscape of pre-World War I Europe, the game brings historical events to life, fostering a deeper understanding of the complex dynamics that shaped the course of history.
Political Ads: Can Companies Lie About Candidates?
You may want to see also
Frequently asked questions
Diplomacy is a strategic board game that can be used to teach students about history, geography, and the art of political negotiation. The game is set in Europe in the years leading up to World War I, allowing teachers to instruct students on the major powers of WWI, the role of militarism, and the role of treaties. The negotiation phases of the game encourage players to form and betray alliances, spread disinformation, and make beneficial strategic decisions, providing an opportunity to develop critical thinking and social interaction skills.
Teachers can use Diplomacy as a supplement to lectures, readings, and other learning activities. It can be particularly effective for teaching humanities subjects, such as history and political science. Teachers can create student accounts on online platforms that offer the game specifically for educational purposes, allowing students to engage in the game within a controlled environment.
Diplomacy is known for ending friendships due to its competitive and manipulative nature. Players must be comfortable with casual manipulation and deception, as there are no formal penalties for lying to another player. Teachers should be aware that the game may require more time as students become more engaged and that it may not be suitable for all students or educational contexts.

























