Diplomacy, or Dip, is a seven-person board game that roughly simulates the balance of power that existed just before WWI. Each player is a country, in charge of armies and fleets. The goal is to control half+1 of the territory on the board. There is no element of chance, and the only tool is, as implied by the name: negotiations, promises, deals, betrayals and revenge.
The game has a 7.1 rating at BoardGameGeek.
• What sets Diplomacy apart from most other games is that you not only are allowed to lie and manipulate, but even expected to do so. There are different customs and traditions for what’s allowed and what’s not, but breaking promises and dishonouring alliances are standard in all Diplomacy games. You can for instance promise to help another player to defend a land region, but break your promise and help a third player to attack the very land region you promised to help defend. This is called “stabbing” in Diplomacy jargon.
None of us was surprised when Russia ordered the raise of a Fleet in Moscow; but we were when he insisted it were legal. In the ensuing discussion Russia indicated further that he intended to move the Fleet coastwise to Sevastopol; and then, on the understanding that Sevastopol had only one coast, to move it on to Rumania, the Black Sea, or Armenia.
At least it became clear what he was up to. Congestion in the Don River Shipyards being what it was, he hoped to raise fleets twice as fast as usual for his southern frontier, by building them in Moscow.
I think the Northern powers rather approved of the idea. Austria-Hungary was dubious; Turkey, aghast.
If you can’t gather up six
victims suckers friends to play with (or you’re interested in remaining friends with them), try the online judges/adjudicator programs at DPJudge, PlayDiplomacy, DiplomaticCorp, or webDiplomacy for play-by-email.