Question: What aspect of the board game Diplomacy is not found in the board game Uncle Wiggily?

 Its main distinctions from most board wargames are its negotiation phases (players spend much of their time forming and betraying alliances with other players and forming beneficial strategies) and the absence of dice and other game elements that produce random effects.  Set in Europe before the beginning of World War I, "Diplomacy" is played by two to seven players, each controlling the armed forces of a major European power (or, with fewer players, multiple powers).  Each player aims to move his or her few starting units and defeat those of others to win possession of a majority of strategic cities and provinces marked as "supply centers" on the map; these supply centers allow players who control them to produce more units. Diplomacy is a strategic board game created by Allan B. Calhamer in 1954 and released commercially in 1959. <SEP> Simultaneous action selection, or SAS, is a game mechanic that occurs when players of a game take action (such as moving their pieces) at the same time.  An example of a game that uses this type of movement is the game Diplomacy.  Typically, a "secret yet binding" method of committing to one's move is necessary, so that as players' moves are revealed and implemented, others do not change their moves in light of the new information.  Thus, in Diplomacy, players write down their moves and then reveal them simultaneously.  Because no player gets the first move, this potentially arbitrary source of advantage is not present.  It is also possible for simultaneous movement games to proceed relatively quickly, because players are acting at the same time, rather than waiting for their turn.  Simultaneous action selection is easily implemented in card games such as Apples to Apples in which players simply select cards and throw them face-down into the center. <SEP> Pasang is a two-player abstract strategy board game from Brunei.  The game is often referred to as Pasang Emas which is actually a software implementation of the traditional board game.  The object of this game is to acquire the most points by capturing black and white tokens on the board.  Black tokens are worth 1 point, and white tokens are worth 2 points.  The board is initially laid out with all 120 black and white tokens in one of over 30 traditional patterns.  Players choose a piece called a "ka" which is used to capture the tokens on the board.  Each player's "ka" moves around the board capturing as many tokens as possible.  As a note, the "kas" are the only mobile pieces in the game.  The other pieces are stationary, and are captured by the "kas".  Players must capture token(s) during their turn, or lose the game.  When all tokens have been captured from the board, the player with the most points is the winner.  However, if there are any tokens left on the board, and none can be captured on a player's turn, then that player loses the game, and the other player is the winner. <SEP> Uncle Wiggily Game is a track board game based on a character in a series of children's books by American writer Howard Roger Garis.  The game is of the "racing" variety in the style of the European "Goose Game".  Players advance along the track from Uncle Wiggily's Bungalow to Dr. Possum's House.  The game was first published by Milton Bradley in 1916 and has seen several editions with minor modifications over the years.  There is no optimal strategy involved as play entirely rests upon a random drawing of the cards.  "Uncle Wiggily" remains one of the first and favorite games of childhood, and, with "Candy Land", is considered a classic juvenile American board game.