
First published in 1959 by Games Research, and continuously in print since then--now in a handsome edition from the Avalon Hill division of the Wizards of the Coast division of Hasbro--Diplomacy is both a superb game worth experiencing today, and a design of considerable historical importance.
Most boardgames published prior to Diplomacy were multiplayer, but in most cases, players interacted with each other in rather minor ways. As illustration, consider Monopoly; there's very little you can do to hurt or assist another player, even though you are playing in the same universe.
Diplomacy was the first game in which alliances (and their natural corollary, betrayal) are core to gameplay. Each of the seven powers in the game (England, France, Germany, Italy, Austria, Russia, and Turkey) strive to conquer more than half the world (a majority of "supply centers"). Since the powers are roughly equivalent in strength, the only way to conquer an enemy is, effectively, by allying with other powers. The key to this dynamic is the "support rule," by which one army or fleet can "support" a move by another into a province--including moves by those of other players. Thus, players both have a compelling reason to combine, and an effective way to assist each other.
Naturally, every player strives to win--so your ally is ultimately your foe, particularly if he looks like becoming more powerful than you.
Diplomacy is played using simultaneous movement; that is, each turn, the players write down their orders, and all are revealed simultaneously, then resolved. This increases the tension (and the effectiveness of betrayal), because you can never be sure your ally is indeed supporting the moves you've coordinated with him--and instead, may be stabbing you in the back even as you rely on his non-existent support.
The game is played on a board that replicates the international borders of Europe in 1914 (though 1900 is the ostensible start date); it is not, however, a simulation in any sense. Rather, it is an abstract strategy game with no random elements that borrows some of the color of military conflict. Considered as a game of abstract strategy, it is a far shallower game than Chess or Go; within a decade of its publication, potential opening moves and their consequences were analyzed in depth. But of course, unlike Chess or Go, victory in Diplomacy does not go to the player who masters the game's strategic implications most fully--but instead to the player who can persuade, lie, and betray at just the right critical moment.
To put it another way, Diplomacy teaches critical life skills. If you are a master of Diplomacy, you have a long and rewarding career ahead of you in sales and marketing. I'm being sarcastic, but I am not joking.
Are there drawbacks to the game? Yes; for one thing, it plays best with the full complement of seven players (anything less almost isn't worth the trouble). For another, a full game will take 6 or more hours, which is a lot to devote to a game in this hectic era. For a third, it often devolves to a stalemate in mid-game (and many strategy articles have been written on containing a player who looks as if he might win by constructing a defensible stalemate line).
Perhaps the greatest drawback is, paradoxically, its greatest triumph; you may feel rather different about your friends once you've played Diplomacy with them. I've seen fist-fights break out over it, and have heard stories of marriages that foundered because of a game of Diplomacy.
Irrelevant personal anecdote: One year in the late 70s or early 80s, I forget exactly when, Ben Grossman and I ran the Diplomacy tournament at Origins. As trophies, we bought some lumber, cut it into lengths the same proportions as the wooden blocks then used for Diplomacy fleets, and spray painted them in the colors then used (so we'd have trophies for "Best Austria," "Best France," and so on). A month or two after the convention, we and a bunch of friends walked down the West Side Highway--an elevated highway that had been condemned but not yet demolished, closed to vehicular traffic but open to cyclists and pedestrians--late at night. We used the leftover spray paint to make graffiti on the tarmac.
We walked all the way down to the Battery, and as we neared the southern tip of Manhattan, we could see, off to our right, a vast field of sand, a rectangular addition to the island, landfill created with the excavation debris from the construction of the World Trade Center complex--and, in New York's era of economic struggle, not yet built upon.
That pile of sand is now Battery Park City. I live atop it.


















Not in print
As someone who just went on an epic journey to find a reasonably priced version of this game, I can tell you that it is most definitely not in print. Avalon Hill still has the page up, but the game has been out of print for some time. It's really a shame.
Associated Irrelevant History & Comments
As I remember it, the blocks were Army-shaped.
On that same trip to Origins (NYC to Lake Geneva & back), other members of our crew saw Edi Birsan apply those Diplomacy skills in talking his way out of a speeding ticket. By all accounts, it was a masterpiece of negotiation (trading nothing for something). I don't think I've mentioned those wood blocks more than twice in the following 25 years --- but Edi and the negotiated non-ticket comes up at least every couple of months.
Greg lives on that pile of sand. I've moved to a Manhattan-sized island on the the left coast (Vashon Island, WA). The American internal diaspora continues.
-Benjamin Grossman (bkg-at-forest-dot-net)
Intellectual Piracy
I'm not sure about the legality of it, but the rules of Diplomacy are pathetically simple. Also, there are a cornucopia of maps to be found on the internets. Pick a map, download it. Craft or improvise some playing pieces. You've got Diplomacy.
Admittedly, I'd rather play with a proper map and nice wooden pieces. However, my first game was played with a printed out black and white map on a cork board. We used push pins (different colors for different players, and colored black on top if they were navies) and the whole thing actually worked easier than the wooden pieces. It's great for a 1 turn a day game (ideal for the school environment).
On a different note:
Diplomacy can be an awesome game, but the nasty social aspect is very real. I actually tend to avoid playing it anymore because of that. The stalemating is also a serious problem, although it's not as bad in a single session (no online research about stalemate lines) game. I'd actually give it 5 stars if not for the stalemating, since I can't blame a game about backstabbing for causing hard feelings.
Variants and such
Nothing particularly illegal about that; in fact, WOTC makes the rules available as a PDF download on their site. So all you need to an improvised map and pieces.
Incidentally, the stalemate issue is less of a problem in some variants. Basically, if you have a lower ratio of supply center to non-supply center provinces, constructing a stalemate line becomes more difficult.
Good game when played online as well
Diplomacy has always had a healthy play-by-surface-mail sub-culture, and within the last decade a healthy group of online play-by-email players has surfaced as well. One of the hub sites for the hobby is The Diplomatic Pouch. Through this site, you can learn how to play through email using a central adjudicating server, sign up for games looking for players, or even volunteer to referee a game so others can play (the adjudicating servers do little more than process moves automatically; almost all games are also moderated by a human being to guard against abuses and help out players with particular questions or problems).
I played through email for years, and actually prefer the leisurely pace of the "one turn every few days" schedule.
Ah, Glad to Hear It
I've always ment to try one of those variants. Next time my friends talk me into playing Diplomacy (against my better judgement) I'll have to lobby for that. Then I wouldn't feel like I'd have to take France (since my past research and victories with France wouldn't help me as much).
Back in Print
Avalon Hill has recently republished the game (link above still works). They've also scaled back quite a bit on components -- armies and fleets are now cardboard counters, and the board is a bit smaller. But this has a positive side--list price is now $30, and I've seen it on sale for less than $20.
Playable Diplomacy
Two comments in reply to the original article's mention of "drawbacks".
First, to avoid the "stalemate" issue, and also to break out of the "over-analysed opening moves" syndrome, play a variant. "1900" is one that addresses historical accuracy and balanced player positions, and also encourages increased diplomacy between all players (see: http://www.diplom.org/Online/variants/1900-061119.pdf).
Second, with regard to the "losing your friends" problem, some simple guidelines (I've lost the original source for these):
* WHAT HAPPENS IN DIPLOMACY STAYS IN DIPLOMACY.
* You are NOT obligated to keep promises that you make during negotiations (but neither are your opponents.)
* Deception and outright lying ARE ALLOWED. However, consider that if you gain a reputation for being untrustworthy in your game, you will find it hard to make alliances (and therefore it will be impossible for you to win.)