
Diplomacy is a multiplayer, turn-based strategy board game that can also be played online. The game involves a number of rules and mechanics that players must follow, including the concept of support. Support is not an action that units can perform independently, but rather, it is one of two related actions: Support Hold and Support Move. When a unit supports another unit in holding or moving, the supported unit gains the ability to dislodge other units or avoid being dislodged itself. The power of a move or hold is determined by the number of units involved. To successfully move into a territory, the moving power of the units must exceed the holding power of the units already occupying that territory. Support is cancelled if another unit attempts to move into the territory of the supporting unit.
| Characteristics | Values |
|---|---|
| Nature of Support | Support is one of two related actions: Support Hold and Support Move. |
| Support Hold | A unit supporting another unit holding or moving makes it more able to dislodge other units or not be dislodged itself. |
| Support Move | A unit supporting another unit holding or moving makes it more able to dislodge other units or not be dislodged itself. |
| Support Cancellation | Support is cancelled if another unit attempts to move into the territory of the unit providing the support. |
| Unit Strength | No army or fleet is stronger than another. Without support, two units trying to move into the same territory will be unsuccessful. |
| Holding Units | A holding unit will always repel an attacking unit, as long as the attacking unit is unsupported. |
| Supporting a Move | While supporting a move, a unit does not move to another territory but reinforces the move another unit is making. |
| Unit Convoy | A fleet attacked by an unsupported unit can repel the attack and complete its role in the convoy. |
| Unit Convoy | If a fleet is attacked by a supported unit, it cannot repel the attack and the convoy is broken. |
Explore related products
What You'll Learn

Support Hold and Support Move
In the context of diplomacy, support is one of two related actions: Support Hold and Support Move. It is not an action that units can do themselves, but rather an action that can be done unto them.
Support Hold
Support Hold is an action that a unit can do. When a unit supports another unit holding in a territory that it could move to, the supported unit is not dislodged if another unit attempts to move to it with support.
Support Move
Support Move is also an action that a unit can do. When a unit supports another unit moving into a territory that the supporting unit could also move to, the unit that moves is able to occupy the territory even if it is already occupied or another unit is moving to it. The power of a move or hold is determined by the number of units involved, including the unit moving or holding.
It is important to note that support is cancelled if another unit attempts to move into the territory of the unit providing the support, even if the unit is not dislodged.
Diplomacy is a complex game that involves strategy and careful planning. Each player writes their "orders" on a slip of paper, usually keeping them secret, and these orders are exposed simultaneously. It is important to note that illegal orders must be followed, while mistaken orders, if legal, must also be followed. An order that admits of two meanings is not followed.
The Evolution of Political Campaigning: Adapting to Change
You may want to see also

Units cannot be 'commandeered'
In the context of diplomacy, "support" refers to one of two related actions: Support Hold and Support Move. It is not an action that units can do independently. Instead, it describes the action of one unit supporting another unit in holding or moving. This support increases the ability of the unit being supported to dislodge other units or avoid being dislodged itself. The power of a move or hold is determined by the number of units involved, including the unit moving or holding. To successfully move into a territory, the moving power of the unit(s) must exceed that of the unit holding the territory or of other units attempting to move into the same territory.
It is important to note that support is cancelled or cut if another unit attempts to move into the territory of the supporting unit, even if the supporting unit is not dislodged. This highlights the strategic aspect of choosing when and where to provide support.
Now, let's discuss the statement "Units cannot be commandeered" in the context of diplomacy:
In a diplomatic context, particularly in reference to the game of Diplomacy, "units" refer to the military forces or assets of a country or player. These units represent armies or fleets and are moved strategically to achieve objectives. However, the statement "units cannot be commandeered" implies a specific rule or mechanic within the game or a similar strategic context.
In Diplomacy, each player assumes control of a country and its respective units, making strategic decisions about their movement and actions. The phrase "units cannot be commandeered" suggests that once a unit is under the control of a specific player or country, it cannot be arbitrarily taken or redirected by another player or entity. Each player has the autonomy to direct their own units according to their strategic plans without external interference or forced redirection.
This rule ensures that each player has agency over their resources and can implement their own strategies without their units being forcibly taken over or redirected by an opposing player. It adds a layer of strategic complexity, as players must carefully consider how to position and utilize their units, knowing that they cannot simply commandeer opposing units to strengthen their position.
The inability to commandeer units encourages players to engage in diplomatic negotiations, alliances, and strategic planning. It fosters an environment where collaboration, bargaining, and mutual agreements become essential tools for achieving objectives. Players must navigate the complexities of diplomacy, forming alliances, negotiating support, and coordinating their units with allies to gain a strategic advantage.
Additionally, the rule that units cannot be commandeered adds a level of realism to the game. In real-world diplomacy and international relations, countries typically have sovereign control over their military forces. The game reflects this dynamic by allowing players to maintain autonomy over their units, mirroring the independent decision-making powers of nations on the geopolitical stage.
In summary, the statement "Units cannot be commandeered" in the context of diplomacy, particularly in the game Diplomacy, reinforces the importance of strategic planning, diplomatic negotiations, and sovereign control over military assets. It encourages players to form alliances and collaborate strategically while maintaining their independence and decision-making authority.
Political Campaigns: Why Your Voice and Vote Matter
You may want to see also

No army or fleet is stronger than another
In the context of diplomacy, "support" refers to one of two related actions: Support Hold and Support Move. If a unit supports another unit holding or moving, the unit being supported gains more strength and is better able to dislodge other units or avoid being dislodged itself. This is a key strategy in conquering supply centers and gaining territory.
Now, regarding the statement, "No army or fleet is stronger than another," it is important to understand that in diplomacy and military strategy, the concept of strength goes beyond the sheer size of an army or fleet. While having a larger force can be advantageous, it is not the sole determinant of success. This statement highlights the idea that no single unit or army is inherently stronger than another. Instead, the outcome of conflicts depends on various factors, including strategy, technology, leadership, and support.
In the game of Diplomacy, for instance, players must carefully consider their moves and utilize support effectively to gain an advantage. A unit with support can overcome a unit without support, and a unit with multiple supporting units can defeat a unit with fewer supporting units. This dynamic showcases that strength lies not only in the number of units but also in how they are deployed and coordinated.
Additionally, historical examples demonstrate that military victories are often achieved through a combination of superior numbers, strategy, and leadership. Technological advancements can also play a pivotal role, as seen in the case of the Taliban's victory in Afghanistan, where they leveraged their numerical advantage alongside realistic training and competent military leadership to succeed despite facing technologically superior opponents.
In conclusion, the statement "No army or fleet is stronger than another" emphasizes that military strength is multifaceted and contextual. It underscores the importance of strategic deployment, technological capabilities, and diplomatic alliances in determining the outcome of conflicts. While the size of an army or fleet can be a factor, it is not the sole determinant of victory, as strength can come from a variety of sources and effective utilization of resources.
Corporate Political Donations: Canada's Legal Landscape
You may want to see also
Explore related products

Orders must be written clearly
In the context of diplomacy, supporting is one of two related actions: Support Hold and Support Move. If a unit supports another unit holding or moving, the unit can more effectively dislodge other units or avoid being dislodged itself. The power of a move or hold is determined by the number of units involved, including the unit moving or holding.
Now, for orders to be effective, they must be written clearly and unambiguously. In the context of civil cases, for example, it is crucial to lay out the decision-making process and the reasons behind it. This involves clearly mentioning whether an application is being allowed or disallowed and providing a factual background of the case, including both oral arguments and written averments. Additionally, any applicable laws or case law should be discussed, especially in cases where there is ambiguity or interpretative nuance.
In strategic games like Diplomacy, clear and precise orders are essential. Each player writes their orders, usually on a slip of paper, and these orders are then exposed simultaneously. An illegal order is not followed, and the unit ordered stands in place. A mistaken order, if legal, must be followed, but an order that admits of two meanings is not. Therefore, players must take care to write their orders clearly and unambiguously to ensure their desired actions are executed accurately.
In construction, change orders must also be written clearly to ensure effective communication and protect the rights of all parties involved. The contractor should be as specific as possible, providing written descriptions, photos, drawings, or other evidence to clearly demonstrate the reason for the change. The change order form must include a new schedule, and the contractor should specify the number of days required to complete the change. By including as much detail as possible, the contractor can safeguard their rights and ensure a smooth process for all involved.
Clear and concise orders are essential in various contexts, from diplomacy games to legal cases and construction projects. Effective communication through clear writing ensures that orders are followed accurately, rights are protected, and desired outcomes are achieved.
Diplomacy's Dance: Debates that Shaped History
You may want to see also

A Gamesmaster can be used to adjudicate
In the context of diplomacy, support refers to one of two related actions: Support Hold and Support Move. When a unit supports another unit holding or moving, the latter unit is better able to dislodge other units or avoid being dislodged itself. The number of units involved, including the one moving or holding, determines the power of a move or hold. To enter a territory, the moving power of a unit must exceed that of the unit occupying the territory or of other units attempting to enter.
The role of a Gamesmaster can vary depending on the game or context. In online games, they may serve as customer service representatives, helping players with various problems and enforcing the game's rules. In early virtual worlds, Gamesmasters acted as moderators or administrators, and this role has expanded to include customer service and community management responsibilities. In some games, Gamesmasters are experienced volunteer players, while in others, they are paid employees of the game publisher. They may have special tools and characters that allow them to teleport to players, summon items, and review logs of player activities.
In role-playing games, the Gamesmaster prepares the game session, describes the events, and decides on the outcomes of players' decisions. They also keep track of non-player characters (NPCs), random encounters, and the general state of the game world. The game session can be likened to a play, with the players as the lead actors and the Gamesmaster providing the stage, scenery, and basic plot. Gamesmasters can also be responsible for RPG board games, setting challenges, and creating events. They may choose to use a published game world with pre-existing maps and history or develop their own.
Lunar Diplomacy: Boosting Stats for Mission Success
You may want to see also
Frequently asked questions
In the board game Diplomacy, supporting is one of two related actions: Support Hold and Support Move. If a unit supports another unit holding or moving, that unit is more able to dislodge other units or not itself be dislodged. The power of a move or hold is the number of units involved, including the unit moving or holding.
Yes, you can use diplomacy to request another player to issue an order, but they are not required to do so. You can issue an order to support a unit of another player (both move and hold). You can also convoy a unit of another nation.
No, you cannot support a unit that is attacking you.

























