From: shoham@ll.mit.edu (Daniel Shoham)
Newsgroups: rec.games.diplomacy
Subject: Re: What is it all about?
Date: 10 Nov 92 01:34:48 GMT
Distribution: na
Organization: MIT Lincoln Laboratory

In article <1992Nov9.203533.14175@cbis.ece.drexel.edu> jpw@lorelei.ece.drexel.edu (Joseph Wetstein) writes:
>Could somebody please explain the game for those of us who don't already
>know??
>
>Thanks!
>

Diplomacy is a war game of VERY simple rules. It's richness comes from the
shifting alliances and treachery among players.

I am not about to fully explain the rules, but a few words to give the flavor
of the game are in order.

Diplomacy is a 7 players game set around the turn of the century - world war I
in Europe. Each player controls a major power (Austria-Hungry, England, France,
Germany, Italy, Russia, and Turkey). The board is a map of Europe divided into
provinces and sea zones. Some of the provinces are supply centers - i.e. they
can support units. Each power begins with 3 (4 for Russia) units. A unit is
an Army or a Fleet.

Each turn begins with a period of time (usually set at 15 minutes) of
"diplomacy". Players discuss plans with each others secretly (in seperate rooms)
or publicly. Players make promises to each others, agree to treaties and 
battle plans, etc. None of the agreements and promises are binding!!.
Following the Diplomacy period, each player WRITES down his/her moves on a
piece of paper. A move is an order for an army or a fleet to move to an adjacent
province or sea zone, to hold its own defensively, or to support a move or a
defense of a friendly unit. Support can be provided to units of another power.

When all players have submitted moves, they are executed simultenously 
according to some stright forward rule systems. When units make moves that
conflict with those of other units, the one with the most support wins (ties
favor the status que). Units that are dislodged may retreat during a special
"sub-turn".

Each turn constitute 6 month. The first turn is a spring turn, followed by a
fall turn, etc. At the end of each fall turn an inventory of control of supply
centers is taken. A power occuping a supply center during a fall turn gains
control of that center. Control will be maintained until another power gains it.
If a power controls more supply centers than it has units, it may build 
additional units (in unoccupied, controled, home supply centers). If a power
control less supply centers than it has units, it must disband some.

When a player controls a simple majority (18 of 34) of the supply
centers on the board, the power is said to have become the dominant European
power and the player wins. Failing that, ALL players must agree to a draw for
the game to terminate.
----

This game is particulary suitable for play by e-mail since secret communication
is facilitated. A large and lively diplomacy by email community exists (I will
leave it to those more active than myself to describe the automated judge and
the community it supports).

There are also countless variations with modified rules and maps (some versions
are worldwide, and have more players).
----

It is impossible to win the game of diplomacy without allies. However trusting
your allies too much may invite them to "backstab" you and take advantage of
your trust. When Diplomacizing, one must decide when to tell the truth, what
promises to make, when to lie and how to saw mistrust among potential enemies.
It is this constant treachery and claustrophobia that makes diplomacy such a
unique game.

- Hope this helps

Dan Shoham
shoham@ll.mit.edu