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DIPLOMACY

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Author: unknown

Publisher: Avalon Hill 2000

Awards: none

EVALUATION

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Diplomacy is an outstanding classic among the ranks strategic boardgames, and although it has the First World War as a background, it is much more a game of diplomacy and intrigue than it is a game of military strategy.

The basic dilemma each player faces is already suggested by the needed number of players for a full game of Diplomacy. Rather unusual for a boardgame, Diplomacy requires seven (!!!) players to be enjoyed most. Each of these players takes up the role of one of the major European powers at the time just before WWI. Each player possesses 3 military units and a corresponding number of industrial centres at the beginning of the game (apart from Russia). Only two kinds of units exist in the game - armies and fleets. The European map is divided into small areas of land, coast and sea, and each of these areas may only contain one single military unit. Armies may only move on land, whereas fleets stay at sea. The only type of territory into which both kinds of troops may be moved are coasts.

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The aim of the game is for each player to possess a number of more than 20 production-centres, a rather disillusioning number at the beginning of the game. To get these centres, players have to occupy them with their armies, and after occupation the players may use such centres to build a new army / fleet, at the same time forcing the former owner of the centre to discard one army or fleet. Thus, the total number of units on the board always corresponds to the total of production-centres available.

The most important phase of each turn of the game is the diplomacy-phase at the beginning of each turn. For a (suggested) period of 15 minutes, the players may leave the table and meet in different groups, talking about tactics and discuss possible alliances (which need not to be kept !!!). After all discussions have taken place, players write down the orders for all their units. he basic range of orders available is quite small - they can stay&defend, move, support or (in case of ships transporting armies) form a convoy. After all orders have been taken down, players once again meet at the gameboard, and all order-sheets are revealed at once.

The procedure for fulfilling the orders usually may stir up one or two difficult situations, since all of the orders have to be fulfilled at the same time. So, complex chains of movement may arise, and likewise complex battle-situations. Generally, and this is in difference t the MB classical game Axis & Allies and many other wargames, luck plays no role whatsoever in the solution of conflicts. Instead, it's simply the rule that a majority wins. So, a defending unit can only be forced to retreat if the attacker attacks with a majority of forces. Here players are free to assist other players, and often surprising situations of who assisted whom may arise.

Although the conflict resolution is somewhat complicated an requires a good understanding of the rules, everything needed - up to the most complex situations - is provided for in the excellent rules. Many examples are given, which is a great assistance for players willing to learn the game. However, I would not qualify Diplomacy as a game which can be easily learned be allowing another player to teach it. The somewhat complex conflict-resolution simply cannot be grasped if it is simply explained, and for this reason a novice to the game usually will have no alternative but has to read the rules. This might be seen to be rather boring for usual boardgamers who imply want to enjoy a good evening of gaming, and for these kind of gamers Diplomacy is definately not suitable. Diplomacy is a slow and complex game with intriguing rules, and it can only be enjoyed if players are willing to invest some time into understanding and playing it. If they are willing to do so, they get an excellent strategy-and-bluffing game which entertainment-value will never be reduced.

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The cover of the new Diplomacy by Avalon Hill in 2008!


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