Diplomacy Game: A Historical Timeline Explored

when does diplomacy game take place

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, with players each controlling the armed forces of a major European power. The objective of the game is to gain control of a majority of strategic cities and provinces marked as supply centers on the map, allowing players to produce more units. The game has gained a reputation for its lengthy playtime, intricate negotiation phases, and the absence of dice or other random game elements. While there is no standard game length, casual games often end around the year 1905. The game has inspired various tournaments and championships worldwide, including the annual World Diplomacy Convention (WDC) and the European Diplomacy Convention (Euro DipCon).

Characteristics Values
Year of Release 1959
Creator Allan B. Calhamer
No. of Players 2-7
Setting Europe
Time Period Years leading to World War 1
Powers England, Germany, Russia, Turkey, Austria-Hungary, Italy, France
Objective Control 18 supply centers
Game Phases Spring, Fall, Winter
Diplomacy Period 30 mins before the first move, 15 mins before each subsequent move
Tournaments World Diplomacy Convention (WDC), European Diplomacy Convention (Euro DipCon), Diplomacy World Cup

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The game is set in Europe before World War I

Diplomacy is a strategic board game created by Allan B. Calhamer in 1954 and commercially released in 1959. It is set in Europe in the years leading up to World War I, with players each controlling the armed forces of a major European power. The game is designed for two to seven players, each representing one of the Great Powers of Europe: England, Germany, Russia, Turkey, Austria-Hungary, Italy, and France. Each player aims to move their starting units and defeat their opponents to gain possession of strategic cities and provinces marked as "supply centres" on the map. These supply centres allow players to produce more units.

The game has three phases: spring, fall, and winter. Spring and fall are diplomacy phases when players use their armies, while the winter phase is a build phase where powers can disband or build units depending on their supply centres. The diplomacy periods last 30 minutes before the first move and 15 minutes before each subsequent move, during which players can discuss anything they wish, including bargaining, joint military planning, exchanging information, and more. Players can try to keep their conversations secret, and public announcements or documents can be made or kept private as desired.

The objective of the game is to gain control of Europe by occupying a majority of the supply centres. If one of the Great Powers controls 18 supply centres, the player representing that power is declared the winner. Players can also agree to terminate the game early and share a draw. The game typically lasts for several hours, and stopping around 1905 is recommended for a casual game.

The game's negotiation phases set it apart from other board wargames, as players form and betray alliances, creating a dynamic and unpredictable gameplay experience. Diplomacy's unique mechanics and focus on negotiation have earned it a reputation as a fascinating and charming game, making it a popular choice for board game enthusiasts and strategy enthusiasts alike.

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Each player controls a major European power

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 each player controls a major European power, namely England, Germany, Russia, Turkey, Austria-Hungary, Italy, and France. Each player aims to move their limited starting units and defeat opponents to gain control of a majority of strategic cities and provinces marked as "supply centres" on the map. These supply centres allow players to produce more units.

Each player represents one of the Great Powers of Europe, and at the start of the game, players draw lots to determine which power each will represent. This is the only element of chance in the game. The game has three phases: spring, fall, and winter. Spring and fall are diplomacy phases when players use their armies, while the winter phase is for retreating and building. During the diplomacy phases, players can form alliances, exchange information, make threats, spread rumours, or engage in joint military planning. They can also make public announcements and write documents to be shared or kept private.

The objective of the game is for one player to gain control of 18 supply centres, thereby achieving dominance over Europe and winning the game. Players can also agree to terminate the game early and share a draw. The game usually lasts for several hours, and there is no standard game length, although stopping around 1905-1908 is common for casual games.

Diplomacy stands out from other board wargames due to its focus on negotiation and the absence of dice or random elements. The game has a dedicated community, with various clubs hosting annual tournaments and monthly games. The game has also inspired a Diplomacy World Cup, modelled after the Soccer World Cup, with countries competing in teams.

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The aim is to gain control of Europe by occupying supply centres

Diplomacy is a strategic board game created by Allan B. Calhamer in 1954 and commercially released in 1959. It is set in Europe in the years leading up to World War I, with players each controlling the armed forces of a major European power. The aim of the game is to gain control of Europe by occupying supply centres, which allow players to produce more units.

Each player starts with a few units and aims to defeat others to gain possession of strategic cities and provinces marked as "supply centres" on the map. These supply centres are crucial as they enable players who control them to build additional units, strengthening their position. The game has three phases: spring, fall, and winter. Spring and fall are diplomacy phases when players use their armies, negotiate, and form alliances. The winter phase is a build phase, where players can build or disband units depending on the number of supply centres they control.

The game can be played by two to seven players, each representing one of the Great Powers of Europe: England, Germany, Russia, Turkey, Austria-Hungary, Italy, and France. At the start of the game, players draw lots to determine which power they will represent, introducing an element of chance. During the diplomacy phases, players can form alliances, exchange information, negotiate, or even spread rumours. These interactions are kept secret, and players often meet in private to discuss their strategies.

To win the game, a player must gain control of 18 supply centres, achieving dominance in Europe. This can take a significant amount of time, and players may agree to end the game early or play until a winner is determined. The game has gained a reputation for its intricate negotiations and alliances, with players forming and breaking alliances to gain an advantage.

Diplomacy tournaments and competitions are held worldwide, including the World Diplomacy Convention (WDC) and the European Diplomacy Convention (Euro DipCon). The game has also inspired variations such as the Diplomacy World Cup and Winter Blitz, showcasing its enduring popularity and strategic appeal.

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Tournaments vary in structure and are held worldwide

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, with players each controlling the armed forces of a major European power. The objective is to gain control of a majority of strategic cities and provinces marked as "supply centres" on the map, allowing players to produce more units.

In addition to the WDC, there are various other tournaments and conventions that include Diplomacy. These include the European Diplomacy Convention (Euro DipCon), which determines the European Champion of Diplomacy, as well as multi-game conventions such as the World Boardgaming Championships, Gen Con, Origins, ManorCon, TempleCon, and Dragonflight. Over a dozen countries also hold their own national championship tournaments, and many local and regional clubs host annual tournaments that welcome participants from around the globe.

The structure of tournaments can vary, with some games ending after a specified number of game-years to accommodate multiple rounds without limiting the tournament structure. Alternatively, some tournaments continue until a winner emerges or a draw is agreed upon. European tournaments typically have a specific end year, while North American tournaments often continue until a winner is determined or a draw is agreed upon.

The Diplomacy World Cup, modelled after the Soccer World Cup, is another example of a tournament with a unique structure. Players compete in teams representing different countries, and the first two World Cups were won by France and Ireland, respectively.

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The game has been adapted for AI players

Diplomacy is a strategic board game created by Allan B. Calhamer in 1954 and commercially released in the United States in 1959. The game is set in Europe in the years leading up to World War I, with players each controlling the armed forces of a major European power. The objective is to defeat other players' units and gain possession of a majority of strategic cities and provinces marked as "supply centres" on the map. These supply centres allow players to produce more units.

To adapt Diplomacy for AI players, several modifications were made to the original game. Firstly, the negotiation phases, which typically last 30 minutes before the first move and 15 minutes before each subsequent move, were structured to accommodate AI players. During these phases, players usually go to separate rooms or corners to discuss strategies, bargain, and plan military actions. AI players would need to be programmed to engage in similar strategic discussions and decision-making processes, analysing multiple factors to determine the best course of action.

Another aspect of the adaptation is the implementation of "orders" and the role of a "Gamesmaster." In the original game, each player writes their orders on a slip of paper, keeping them secret until they are all revealed simultaneously. A Gamesmaster, if available, collects and reads the orders, adjudicating any resulting situations. When adapting for AI players, the process of writing and submitting orders must be translated into a format that AI players can understand and execute. The Gamesmaster's role becomes crucial in ensuring the neutrality and fairness of the game, especially when interpreting and executing AI-generated orders.

The adaptation of Diplomacy for AI players also involves considering the game's three annual phases: spring, fall, and winter. The spring and fall are diplomacy phases, where players use their armies and negotiate. The winter phase is when players can disband or build units based on their supply centres. AI players must be programmed to strategise and make decisions accordingly during these phases, such as determining whether to focus on defence or expansion.

Finally, the adaptation addresses the element of chance in the game. In the original version, players draw lots to determine which Great Power they will represent. This chance element presents a unique challenge for AI players, as they must be prepared to adapt their strategies based on the assigned power. Additionally, the game's dynamic nature, where alliances are formed and betrayed, requires AI players to possess a level of flexibility and adaptability in their decision-making processes.

Frequently asked questions

Diplomacy is set in Europe in the years leading up to World War I.

There is no standard game length, but stopping after 1905 is recommended for a casual game. A single game year can take up to 50 minutes for new players, so reaching 1905 could take around 4 hours.

Diplomacy periods can be set to a maximum of 15 minutes, with the first period lasting 30 minutes. However, these periods may end sooner if all players agree.

Diplomacy is best played by seven players, but as few as two can play.

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