
The classic board game Diplomacy is set on a map of Europe in 1901, with each player controlling a country's home provinces. The smaller circles on the board are supply centres, which are important because they sustain armies. Holding 18 supply centres is how you win the game. Each season, players get time to negotiate with other players and plan their actions, before writing out their orders privately. The game differs from other wargames because players do not take turns sequentially, and social interaction and interpersonal skills make up an essential part of the play.
| Characteristics | Values |
|---|---|
| Year the game is set in | 1901 |
| Number of players | 7 |
| Game pieces | 2 types: armies and fleets |
| Number of land regions | 56 |
| Number of sea regions | 19 |
| Number of supply centers to win the game | 18 |
| Number of seasons in a year | 2: Spring and Fall |
| Number of turns in a year | 3 |
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What You'll Learn
- The circles represent supply centres, which are important provinces that sustain armies
- Holding 18 supply centres wins the game
- Each player can issue attack and support orders, which are executed during the movement phase
- The rules that simulate combat are strategic and abstract, as this is a diplomatic simulation game not a military one
- The game proceeds by seasons, beginning in 1901, with each year divided into two main seasons: Spring and Fall

The circles represent supply centres, which are important provinces that sustain armies
The circles in the Diplomacy board game represent supply centres. These are important provinces that sustain armies. Each player must count their supply centres and their number of armies every other turn. If a player has more supply centres than units, they can build new units in a home province of their choice. If they have more units than supply centres, they must disband a unit of their choice.
The classic version of Diplomacy is set on a simplified map of Europe in 1901, at the height of the rivalry among the great imperial powers. The board game is played on a map of 1901 Europe, including Turkey, Syria, and North Africa. It is divided into fifty-six land regions and nineteen sea regions. The land regions are the provinces that can be controlled by the players, and the sea regions are the coastal provinces that can be occupied by fleets.
The goal of the game is to express dominion over other players by crushing all who oppose you. There are two ways to win: solo victory or shared victory. To achieve a solo victory, a player must be the first power to hold 18 supply centres. A shared victory can occur when other players prohibit a player from winning alone, and they may wish to share the victory.
Diplomacy differs from other wargames in several ways. Firstly, 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 put into effect simultaneously. Secondly, social interaction and interpersonal skills are essential to the gameplay. Thirdly, the rules that simulate combat are strategic and abstract, rather than tactical and realistic, as Diplomacy is a diplomatic simulation game, not a military one.
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Holding 18 supply centres wins the game
The classic board game Diplomacy is a strategic game modelled on international relations, where players compete for spheres of influence. The game is set on a map of 1901 Europe, with fifty-six land regions and nineteen sea regions. The aim of the game is to dominate by crushing all opposition, either by solo or shared victory.
To win the game, a player must hold 18 supply centres. These supply centres are important provinces that sustain armies. Every turn, players count how many supply centres they control and how many units they have. If a player has more units than supply centres, they must disband a unit of their choice. If they have more supply centres than units, they can build new units in a home province of their choice.
The game proceeds by seasons, beginning in the year 1901, with each year divided into two main seasons: "Spring" and "Fall" (Autumn). Each season is further divided into negotiation and movement phases, followed by "retreat" or "disband" adjustments. The gameplay is complex, built around social interactions between seven committed players, each pursuing their own interests through a series of military pacts.
Diplomacy is different from other wargames as 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 put into effect simultaneously. The rules that simulate combat are strategic and abstract, as the game is a diplomatic simulation, not a military one.
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Each player can issue attack and support orders, which are executed during the movement phase
The game of Diplomacy is a strategic board game that models the realist view of international relations, where sovereign states compete for power and influence. It is unique 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.
The support orders can be issued for another player's units, but the players must coordinate and issue specific orders. For example, if Player A is France and Player B is England, and they are both allied against Germany, Player A cannot write orders for Player B's units. Instead, Player A must persuade Player B to write an order card that supports Player A's attack. This coordination reflects the challenges of communication delays and uncertainties in warfare.
The game also includes a Fire and Advance Order, which is a movement type that allows infantry units to move and shoot simultaneously. This order can be used to target and move towards a specific enemy unit or simply advance along a set path, shooting at any enemy units that come into range. However, units using Fire and Advance deal 25% less ranged damage when moving and lose 25% of their movement speed when shooting.
In addition to the attack and support orders, players must also consider the seasonal changes in the game. Each year is divided into "Spring" and "Fall" moves, with each season having a negotiation and movement phase, followed by adjustments and an end-of-year Winter phase for new builds or removals.
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The rules that simulate combat are strategic and abstract, as this is a diplomatic simulation game not a military one
The game Diplomacy is a strategic board game that models the realist view of international relations, where sovereign states compete for power and influence. It is a diplomatic simulation game, not a military one, and its rules reflect this. The rules that simulate combat are strategic and abstract, focusing on the diplomatic and social aspects of gameplay rather than military tactics. This is evident in several ways.
Firstly, the game lacks random elements often found in military strategy games, such as dice rolls or card draws. Each military unit has the same strength, and the outcome of combat is determined by the number of provinces supporting the attacking or defending province. This abstract approach simplifies the combat mechanics, emphasising negotiation and strategy over chance.
Secondly, Diplomacy differs from traditional war games in its simultaneous turn structure. Players secretly write down their moves after a negotiation period, and all moves are then revealed and executed simultaneously. This asynchronous turn structure mirrors the complex dynamics of international diplomacy, where multiple actors make decisions independently, influencing each other's actions.
Additionally, the game's focus on diplomacy is evident in the importance of social interaction and interpersonal skills. Players must negotiate, form alliances, and pursue their interests through ephemeral military pacts. The game mechanics encourage strategic thinking and the ability to influence others, reflecting the diplomatic nature of the game.
Furthermore, the game board and pieces contribute to the abstract and strategic nature of combat simulation. The board represents an entire continent, with land and sea power being almost equally significant. Players must decide whether to build an army or a fleet, impacting their movement and influence on the board. The abstract representation of the game board allows for strategic decision-making without getting bogged down in tactical complexities.
Finally, the victory conditions in Diplomacy reinforce its diplomatic focus. Players can achieve solo victory by holding 18 supply centres, but the game also allows for shared victories through alliances and negotiations. This aspect highlights the importance of diplomacy and the potential for collaborative outcomes, further distancing the game from purely military-focused alternatives.
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The game proceeds by seasons, beginning in 1901, with each year divided into two main seasons: Spring and Fall
The game of Diplomacy 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. The game proceeds by seasons, beginning in 1901, with each year divided into two main seasons: Spring and Fall (or Autumn). Each season is further divided into negotiation and movement phases, followed by "retreat" or "disband" adjustments.
During the negotiation phase, players discuss tactics and strategy, form alliances, and share intelligence or spread disinformation. All negotiations may be made public or kept private. Players are not bound to anything they say or promise, and no agreements are enforceable. Communication and trust are highly important; players must forge alliances with others and observe their actions to evaluate their trustworthiness.
After the negotiation phase, each player can issue attack and support orders, which are then executed during the movement phase. A player takes control of a province when the number of provinces that are given orders to support the attacking province exceeds the number of provinces given orders to support the defending province.
Following the movement phase, if a unit has been forcefully dislodged from its position, a Retreat phase occurs. During this phase, the player must issue an order to the unit to either retreat to an unoccupied adjacent territory or disband. A unit may not retreat to a territory if it failed to move there in the order phase and "bounced", nor can it retreat to a territory where other units bounced.
Finally, after the Autumn diplomacy and retreats, if a player has more supply centres than units, they may create units in the supply centres they started the game with. If they do not own one of their starting supply centres or if it is occupied by any unit, it cannot be built-in. If a player has more units than supply centres, they must destroy (disband) as many units as needed to equalise the number. This is followed by an end-of-the-year Winter phase of new builds or removals, during which players issue orders on which units they would like created or disbanded, depending on the number of supply centres they control. Units may only be built in the "home" supply centres a power starts with, regardless of their expansion.
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Frequently asked questions
The smaller circles represent supply centres, which are important provinces that sustain armies.
Holding 18 supply centres is how you win the game.
Every other turn.
They get to build new units in a home province of their choice.
They have to disband (remove from the game) a unit of their choice.

























