Diplomacy is a board game involving dealmaking, surprise, treachery, and world domination: in short, the techniques of Diplomacy. In anticipation of a dinner party, here is the short version of the rules (according to me) as well as a stern recommendation to get out there on the internet and read up: this is not a trivial game. However, with some effort, the rules can be condensed as follows:
- Just one unit (Army or Fleet) in any province at a time.
- Some regions, equipped with a star are supply centers, and will support (feed and equip) an army or fleet. You pick. Obviously, control lots of these to have lots of armies.
- Armies or Fleets can occupy coastal land, but ONLY armies inland or fleets at sea (duh).
- Game sequence is a) diplomacy -> b) write orders -> c) reveal & resolve. During diplomacy you make deals with each other. Writing orders is done by secretly specifying, for every unit that is to act, if & where it will go, and what it will do. Then everybody throws down at once and all work together to figure out what happened.
- Bad or illegal orders devolve into orders to Hold position.
- Orders you can give are Hold, Move(& thereby possibly Attack), Support or (if you're a fleet) Convoy. These are your only "verbs" in orders.
- In all engagements, might prevails: the most units wins. If equal forces meet it's a standoff, and everyone holds.
- Even friendly units can't swap position: borders between regions can "handle" only one unit across their borders per turn. A Convoy operation can literally circumvent this stricture.
- To win a battle, Support either a Hold or an Attack (and you must specify which you intended.)
- You cannot successfully Support if you find yourself Attacked from the flank.
- Losers are dislodged, (after rendering any support they may have been called on to provide).
- Fleets in ocean (not coastal zones) can convoy 1 Army across the water, and with multiple fleets, any oceanic distance may be traversed in a single turn.
- A standoff occurs when equal forces attack/support a single (possibly empty) province.
- Dislodgement of any unit conducting a Convoy operation causes the transport to fail.
- After losing, dislodgement means you must write a retreat order and carry it out immediately, and you may not retreat to (a) your attacker's land (b) any occupied territory (duh) or (c) empty region that experienced a standoff.
- Every two turns (winter and summer are the metaphor here) you disband or add units according to the starred provinces you control.
Here's the BGG Link: http://boardgamegeek.com/boardgame/483
ReplyDeleteAny practical diplomacy player will have a sand-timer to dictate diplomacy phase time limit.
Any serious diplomacy player will bargain with above player for more time!