Diplomacy: Getting Started

Let’s say me and several of my friends want to start up a game of Diplomacy. Let’s also say that none of us has ever played the game, and have no idea what we’re doing. Let’s also say that I’m the only one who’s even HEARD of Diplomacy.

  1. Where do I start?
  2. What should I expect?
  3. Any advice?

Thanks. I took a look at http://www.diplom.org/, but without at least a little background, something just doesn’t translate well.

Step 1: Buy a copy of the game at any games store.
Step 2: Read the instructions, which are not available online.
Step 3: Play the game.

Your step #1 intrigues me. I was under the impression this was mostly an online game. Interesting. Certainly not a problem, though. Would the rest of my cadre (which is spread throughout the US) also be urged to do so? Or could I maybe just scan the instructions to them?

Diplomacy started as a tabletop game but translates to well to online that there are several thriving online communities.

I might…suggest…that one ask one of the local SDMB diplomacy experts if he or she might…possibly…be willing to run a rookie game as GM for you guys. That would consist of setting deadlines, adjudicating orders, delivering maps, etc. All the while providing rules interpretations and instructing in the game mechanics.

cough cough

Munch, for your group I’d recommend play by mail or email. Did you go to this section of the Diplomatic Pouch? It seems most appropriate to your needs. Someone is going to have to run the game. Will that be you? If so then I’d recommend you talk to Jonathan Chance who’s running an SDMB game right now that is just getting started. Maybe he can take you through the process. If you play by email then it might be helpful to have a website or at least be able to generate maps for sending out positions after each round.

JIC you’ve not played before, here’s a very brief synopsis: Each player starts with a small number of SCs which s/he owns. There is a period before each round of orders where players form alliances, make agreements, figure out what to do, etc. Orders are submitted on a deadline, at which point the GM adjudicates moves. There is no randomness, just certain moves trump others, usually via cooperation. Otherwise there are ties (called bounces) and the units stay where they are. First player to 18 wins, although wins are rare. Draws are more common, although usually one or more players are knocked out first. Lying is common, and backstabbing is a big part of it. Allegiances are often made in sand. For those reasons it’s somewhat important that everyone involved keep in mind it’s just a game. I’ve seen people get and stay upset over what others might consider trivialities.

Good luck!

On preview I see that JC has chimed in…