When Diplomacy Fails: The End Of Negotiations

what turn does diplomacy end on

Diplomacy is a strategic board game that aims to simulate international relations in pre-World War I Europe. The game is centred around negotiation, strategy, and conflict as players compete to gain control of Europe by occupying territories and forming alliances. With each player representing a Great Power, the game progresses through Spring and Fall turns, with each turn consisting of negotiation, movement, and retreat phases. The game ends when a player controls 18 or more supply centres, achieving a simple majority, or when players agree to a draw. While the game traditionally requires seven players, variations with fewer players are also possible, and online platforms have facilitated global participation.

Characteristics Values
Number of players Best played with seven players, but can be played with as few as two
Objective To use your armies and fleets to conquer as much of Europe as possible; specifically, to capture and be in possession of at least 18 of the 34 supply centers on the map at the end of a year
Winning The player who controls 18 supply centers has "gained control of Europe" and is the winner
Draws Draws are generally agreed upon by all players or are declared after a pre-set time limit has been reached with all surviving participants sharing in the win
Game time It is wise to set aside four hours, even for a short game
Turn time 24 hours is a good length for a turn, but this may vary depending on the players' time zones and availability
Diplomacy phase time 30 minutes before the first move and 15 minutes before each move thereafter; may end sooner if all players agree
Diplomacy phase frequency Two diplomacy phases each year, in Spring and Autumn

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Diplomacy rules and guidelines

Diplomacy is a strategic board game set in Europe in the years leading up to World War I. The game is played on a board divided into a large number of spaces, each identified by a name or abbreviation. There are three types of spaces: ocean or sea spaces, land spaces, and coastal land spaces. The type of space determines which units can occupy them. The objective of the game is to use your armies and fleets to conquer as many of the 34 nations or provinces on the map that contain supply centres as possible. To win, a player must capture and be in possession of at least 18 supply centres, which is a simple majority, at the end of a year. Alternatively, players may agree to regard the player with the most pieces on the board as the winner.

The game is best played by seven players, although as few as two may play. Each player represents one of the Great Powers of Europe: England, Germany, Russia, Turkey, Austria-Hungary, Italy, and France. Each player is independent of the others, and at the start of the game, lots are drawn to determine which Great Power each player will represent. This is the only element of chance in the game.

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. In the negotiation phase, also known as the diplomacy phase, players discuss tactics and strategy, form alliances, and share intelligence or spread disinformation. Negotiations may be made public or kept private, and players are not bound to anything they say or promise. During the diplomacy phase, players are able to act with all of the units they control. If a unit moves into a territory occupied by an enemy unit, the targeted unit must either retreat or disband.

After each Fall move, newly acquired supply centres become owned by the occupying player, and each player's supply centre total is recalculated. Players with more supply centres than units on the board are entitled to build units in their open (unoccupied) Home centres, while players with fewer supply centres than units must disband units. Only Army units can be built on an inland province supply centre. A player can decline to build a unit for any reason.

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How to win the game

Diplomacy is a strategic board game set in Europe prior to World War 1. The game is played by two to seven players, each representing a Great Power of Europe: England, Germany, Russia, Turkey, Austria-Hungary, Italy, and France. The objective of the game is to be the first player to gain control of 18 supply centers, thus "gaining control of Europe" and winning the game.

To win the game, players must use their armies and fleets to conquer as much of Europe as possible. This involves capturing and possessing at least 18 of the 34 nations or provinces on the map that contain supply centers. Each supply center can support one military unit, and players can build new units in unoccupied supply centers in their home country.

During the game, players can negotiate and form alliances with other players, spread rumors, exchange information, and make joint military plans. However, there are no rules requiring honesty during negotiations, and players can lie, forge and break alliances, and strike game-changing deals.

  • Form alliances wisely: Choose allies that can provide support and help you expand your control. Be cautious of potential backstabbing and lies, as these are common tactics in the game.
  • Take advantage of your position: For example, England's position in the ocean provides an advantage, allowing them to create fleets and dominate coastlines before moving inland.
  • Be diplomatic: Use negotiation and persuasion to convince other players to support your moves. Building relationships and colluding with others can help you achieve your goals.
  • Adapt your strategy: As the game progresses, adjust your tactics based on the actions of other players. Be flexible and seize opportunities to expand your control.
  • Protect your key borders: Fortify your borders to defend against potential attacks and maintain your controlled territories.
  • Utilize the "Munich" strategy: Germany starts with control of Munich, which is considered advantageous as it can lead to dominance in central Europe.

Remember, Diplomacy is a complex and competitive game that often ends in draws or negotiated outcomes. To win, you must balance strategic thinking, negotiation skills, and a keen understanding of the game mechanics.

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The role of a Gamesmaster

Before the Game:

Firstly, the Gamesmaster should familiarise themselves with the rules of the game, including the negotiation and movement phases, retreat or disband adjustments, and the end-of-year Winter phase. They should also be aware of the time required for each phase, such as the recommended 30 minutes for the first diplomacy period and 15 minutes for subsequent diplomacy periods before each move.

During the Diplomacy Periods:

The Gamesmaster keeps track of time during the diplomacy periods, ensuring that players have sufficient time for negotiations and strategy discussions. They may also facilitate the process by providing a private space for players to meet and secretly discuss their plans.

Order Collection and Reading:

After the diplomacy periods, the Gamesmaster collects the orders from each player, ensuring they are properly dated (e.g. "Spring 1901", "Fall 1901", etc.). They then read out the orders, maintaining strict neutrality.

Adjudicating and Ruling:

As the neutral adjudicator, the Gamesmaster interprets the orders and makes rulings when necessary. They decide on the resulting situations, such as successful moves, failed moves, standoffs, retreats, and disbandments. For example, if an order is illegal or ambiguous, the Gamesmaster rules that the unit holds its position.

Tally of Supply Centers:

The Gamesmaster keeps a running tally of the ownership of supply centers. After each Fall turn, they calculate the total number of supply centers controlled by each player, which determines whether players need to disband or build units.

Time Management:

The Gamesmaster ensures that players have a reasonable amount of time to write their orders after the diplomacy period ends, typically allowing a maximum of 5 minutes. They may also need to manage the overall game time, especially if playing with a time limit.

Online or Postal Gameplay:

In online or postal versions of Diplomacy, the Gamesmaster's role may be similar to that of a facilitator. They ensure that players submit their turns within the specified time frames and handle any necessary adjudications.

In summary, the Gamesmaster in Diplomacy maintains order, ensures fair play, and facilitates smooth gameplay. They are responsible for timekeeping, order interpretation, and ruling on any disputes or unclear situations. By taking on this role, the Gamesmaster helps create a balanced and enjoyable experience for all players.

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The different phases of the game

The board game Diplomacy is a strategic game centred around the conquest of Europe. The game is played with seven players, each representing one of the Great Powers of Europe in the years before World War 1: England, Germany, Russia, Turkey, Austria-Hungary, Italy and France. Each player is independent of the other, and their objective is to use their armies and fleets to conquer as much of Europe as they can.

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.

Negotiation Phase

During this phase, players meet to discuss their plans for the upcoming turns. Alliances and strategies are made, and players can spread rumours, make public announcements, and even publish written agreements and documents. However, these agreements are not binding, and players are not required to keep their promises. Each player then writes their "orders" for every unit on a piece of paper, which will be revealed simultaneously later.

Movement Phase

There are four basic orders in Diplomacy: Hold, Attack, Support, and Convoy. At each Movement Phase, players may order each unit to hold its position, attack another province, or support another unit. If a unit is dislodged during the turn, the Army to be convoyed remains in its original province. After all the orders have been revealed and read, the players must resolve all the conflicts, which will result in successful moves, failed moves, standoffs, retreats, and disbandments.

Retreat Phase

After the Movement Phase, any dislodged (defeated) units must make their retreat. These retreats are written down and immediately revealed without any prior diplomacy or discussion. A unit may not retreat to the province from which the dislodging unit came or to an "embattled" province. If a unit has no legal retreats, it is disbanded.

Build Phase

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. On the other hand, if a player has more units than supply centres, they must disband units until they have equal numbers. Players write down which units they will remove and what type of units will be built, and these orders are also revealed simultaneously without prior discussion.

End-of-Year Winter Phase

At the end of the year, a tally is made of the total number of supply centres controlled by each player. A player controls a supply centre if they have a unit occupying the province with that supply centre or if they were the last to occupy that province at the end of the year. Each supply centre can support one military unit, so players who have gained supply centres over the year can build new units.

The game ends when a player gains control of 18 supply centres, which is a simple majority of the 34 supply centres on the board. This player is declared the winner, and they are said to have "gained control of Europe." However, players may also agree to a draw, and around half of all games will end in a draw.

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Turn length advice

Turn length in the board game Diplomacy is dependent on several factors, including the number of players, their locations, and their availability. 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.

The Diplomacy phase, which occurs twice a year, allows players to act with all the units they control. Before each move, there is a 30-minute negotiation period, which may be shortened if all players agree. During this time, players discuss tactics, form alliances, and share intelligence. After the diplomacy phase, there is a Retreat phase, followed by a Builds phase for building or destroying units.

For online gameplay, it is recommended to set a minimum of 24 hours for turns to prevent missing turns, especially if players are located across different time zones. However, some players suggest that anything longer than 24 hours may lead to missed turns as players might forget about the game. Additionally, it is advised to prevent turns from automatically processing on weekends, as historically, many players who played Diplomacy online only had access to the internet through work.

For face-to-face tournaments, the game length may vary depending on the format of the tournament. Some tournaments specify the number of game-years, ensuring that all players can participate in all rounds without limiting the structure to one round per day. In other tournaments, the game continues until a winner is determined or a draw is agreed upon.

Frequently asked questions

The objective of the game is to use your armies and fleets to conquer as much of Europe as you can. To win, you must capture and be in possession of at least 18 of the 34 nations or provinces on the map that contain supply centers.

The game proceeds by seasons, beginning in the year 1901, with each year divided into two main seasons: the Spring and Fall (Autumn) moves. There are two Diplomacy phases each year, Spring and Autumn. After each, if retreats are necessary, a Retreat phase happens. Therefore, there are at least four turns in the game.

During the Diplomacy phase, players meet to discuss their plans for the upcoming turns. Alliances and strategies are made. Usually, they last around 15 minutes but may end sooner if all players agree. Players may say anything, go to separate rooms to have private talks, spread rumours, make public announcements, and publish written agreements and documents.

After the Diplomacy phase, there is a Retreat phase, followed by a Builds phase for building or destroying units.

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