What are the best powers to play in Diplomacy?
uk.diplom.org
uk.diplom.org
It's like Risk without luck, but instead of taking an hour it'll take seven, and instead of being mad at your opponent at the end for a few days you'll hate them for the rest of your life
The way it's played is that there are seven players who are effectively equal in power. There is a timed period where you can discuss your intent freely with others(as open or closed as you'd like).
During this time you strategize, plot against, make deals and offer support.
At the end of the timed period you write down your moves, they're put into an envelope and opened all at once.
No single nation is more powerful than another, you almost always need another's support to make any progress. That said, you don't have to stick to your word, and neither does your opponent.
Did you promise Germany you'd help them into Warsaw, but also promise Russia you wouldn't? It doesn't matter both were plotting against you the whole time because they overheard you talking with England about how you were going to stab both of them in the back.
It's a really fantastic game that has unlimited re-playability.
There's also an urban legend that it was JFK and Kissinger's favorite game[0][1]
[0]: https://boardgamegeek.com/thread/1529003/kissingers-favorite... [1]: https://www.reddit.com/r/boardgames/comments/6je8nu/til_henr...
Except Italy, who always gets the short straw :p
For example, in the novice games I've played, Austria is always the first to bite it due to the fact that they have the most borders to defend. However, if they play their cards right and can eliminate a neighbor, they end up in a pretty powerful position on the board.
You can't really have fun playing this kind of game seriously with people unless you're able to separate what happens in the game from the rest of your friendship.
If you play in person it takes a very long time, but if you're inexperienced it's not unlikely someone will get knocked out after just a few turns. So you'd need to be prepared to set aside a day but also prepared to have nothing to do for most of it.
While I'm sure the in-person experience offers something special, this seems like a game that's much more accessible play-by-post. The internet makes this easier than ever, but even in my limited understanding the history of play-by-mail Diplomacy is basically as old as the game itself.
I tried playing PBM, and IMO it misses the entire personal charismatic essence of diplomacy.
It depends on the people you get. I've had great random games where everyone ended up role playing as the period appropriate leader of their country. I've also had games where nobody talked to each other leaving me wondering why we were playing.
Another fun variant is "backseat driver". 14 participants. Each country has a "mover" and a "talker". Movers cannot communicate, only observe. Talkers cannot move.
I could envision playing in tournaments or other set ups that could be fun (maybe you do a game where each nation is led by a team so when you get out you at least have a few friends to hang out with), but those are different from casual games with friends.
I feel like the gameplay everyone talks about comes from the large metagame that has grown up around it, the game itself is very small and boring.
Finding new players (aka freshmeat) was always a challenge.
Then we transitioned to online hosted games (someone wrote a Diplomacy adjudicator for our BBS watering hole). Our only face to face games happened at the conventions, like DragonCon.
Then one die hard Diplomacy fanatic adjudicated our games via email.
There was one older fellow in our orbit, nym ToadFather, who reportedly still did postal games, spanning years. I think he also had a zine, for updates, commentary, and analysis.
Relationships, pets, offspring, mortgages, other interests decimated our collective time for board games.
But not respecting the 3-way is a whole other thing. 2-way ties are extremely tricky, so eliminating the third player will usually result in a solo win, often with the third player throwing in to punish the perceived aggressor.
So experienced players do tend to play for the 3-way and will only work with others that they know will respect the 3-way draw. On the other hand, solo wins are wicked fun and one solo win is worth ten 3-way ties (even though tournament scoring and other rankings don't reflect that fact.)
EDIT: I should add that there is one other dynamic that comes into play, and that is that 4-way draws are really frowned on by many players. A larger player with a smaller ally that stays "loyal" to their small partner can force the elimination of a medium size power that would otherwise have participated in the draw and that can upset the apple cart, possibly in the larger player's favor. But this strategy is pretty transparent and is usually unsuccessful among better players.
But it almost made the game easier. Facing someone with blind rage would cripple their game. Either they would paralyze themselves defending non-existent threats from me, or they would go after me hard. But blatantly going for someone just opens the door for someone else -- and that's who I would make the deal with. It seemed I could always appeal to someone's greed.
I started a game at 7 PM and left at 4:30 AM. None of the players had been eliminated, but we all had a great time backstabbing.
https://web.archive.org/web/20200510060156/http://uk.diplom....
As you can see, some houses are 3X more likely to win than some others.
It IS a fantastic game however, it just needs a few house rules to balance it.
For another truly exceptional game with even more treachery than Diplomacy, may I suggest Dune (1979 with a reprint last year)? It has my favorite power of all time in a game: before the game starts, the Bene Gesserit write down the name of a player and a turn. If that player wins on that turn, the Bene Gesserit win instead.
https://web.archive.org/web/20151123190951/http://diplom.org...
I am curious about the whole psychology of going for a draw, but I guess I've just played with people who I or they will curse the sudden but inevitable betrayal.
For those that think diplomacy is a bit slow but still like the idea, Colonial Diplomacy is a bit faster and pretty fun.
Are the players aware of message signing?