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Diplomacy box art
1959 Ranked #765

Diplomacy

Pure negotiation strategy game where Europe's great powers issue simultaneous orders to move, support, and hold armies and fleets. With no dice or chance, alliances, promises, and betrayals determine which power controls the continent.

Strategy Games Bluffing Negotiation Area Majority / Influence Area Movement

Players

2-7

Play time

Not listed

Age

12+

Complexity

3.34/5

Rating

7.04

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 3.9/5

High replayability

Interaction 4.2/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

This classic game of pure negotiation has taken many forms over the years. The first The Avalon Hill Game Co version has perhaps the widest release, but Avalon Hill re-released the game in 1999, complete with a colorful new map and metal pieces.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

This classic game of pure negotiation has taken many forms over the years. The first The Avalon Hill Game Co version has perhaps the widest release, but Avalon Hill re-released the game in 1999, complete with a colorful new map and metal pieces. In 2008, Avalon Hill released a 50th anniversary edition with a new map and cardboard pieces representing the armies and navies. In the game, players represent one of the seven "Great Powers of Europe" (Great Britain, France, Austria-Hungary, Germany, Italy, Russia or Turkey) in the years prior to World War I. Play begins in the Spring of 1901, and players make both Spring and Autumn moves each year. There are only two kinds of military units: armies and fleets. On any given turn, each of your military units has limited options: they can move into an adjoining territory, support an allied unit in an attack on an adjoining territory, support an allied unit in defending an adjoining territory, or hold their position. Players instruct each of their units by writing a set of "orders." The outcome of each turn is determined by the rules of the game. There are no dice rolls or other elements of chance. With its incredibly simplistic movement mechanics fused to a significant negotiation element, this system is highly respected by many gamers. Avalon Hill Complexity rating - 3 Re-implemented by: Colonial Diplomacy Diplomacy: Classical Variant Diplomacy: Hundred Variant

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Player resources

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Game and edition data

All specifications (5)

Play and group

Players
2–7
Best with
6–7
Play time
360 min
Age
12+
Complexity
3.3/5
Credits and catalog connections

Credits

Designers

1
Allan B. Calhamer

Artists

4
Blake Beasley Hugh Bredin Vincent Dutrait Gilles Lautussier

Publishers

2
The Avalon Hill Game Co Games Research, Inc.