The year is 1900. A nexus of twisting alliances and interlocking treaties has created a precarious geopolitical situation. Young powers are eager to test their mettle, old ones to expand their greatness. Tension mounts every day... and that's just from Skitzophrenik nagging me to run this thing.
As some of you may already know, Diplomacy is a classic board game about the Great War, taking place enough before it actually begins to make things interesting. What makes it special? First, there is only one piece of randomness involved: Which country you start as. Second, it's a game that encourages, nay requires, careful networks of alliances tempered with a regular dose of treachery and backstabbing. Third... How many board games that can destroy friendships, marriages, and even lives do you know of?
The rules are simple, for certain definitions of the word simple. You start off as one of seven countries -
England, France, Germany,
Italy, Austria, Turkey, and
Russia. A map -
http://www.diplom.org/Online/maps/map_c.gif - shows where each country is located, as well as what spaces it controls. Each country starts with three units, except for Russia, which has four. Units can be armies, which travel along the land, or fleets, which travel along the seas and coastlines. Each unit can take one of four actions per phase: Move, Support, Convoy, Hold.
Holding is the most basic action. A unit that holds does absolutely nothing - it does not move, nor does it give support, nor does it convoy. All it does is take up space in its current province. Note that units which convoy and hold also do this, so it may be better to pick one of those options.
Moving moves the unit from one province to any adjacent province which it may legally move to. Armies cannot move into sea provinces, fleets cannot move into non-coastal land provinces, or through land in a coastal province with two separate coasts, such as St Petersburg. However, both may move into and through Denmark, Kiel (it has a waterway), and Constantinople, as well as from Denmark to Sweden. Lastly, neither may move into Ireland, Switzerland, or Siberia (or Iceland, but who cares?). Movement ordinarily requires that the unit be the only unit in that province at any given time - if another unit is already in that province, it "bounces," and it wastes its action. If two or more units attempt to move into the same province, or attempt to trade provinces with each other, all "bounce," and are unsuccessful. However...
...Support assists an adjacent unit in its attempts to move into another province, or keep another unit from moving into its province. A unit may only support another unit's movement if it may move into the same province as the unit is supporting, and may only support it staying in its current location (be it a unit which is holding, supporting another unit, or conveying another unit) if it could move into the same province as that unit. Fleets, therefore, cannot support an army's move into a landlocked province, even if the army is adjacent to the fleet. Notably, however,
units of one nation may support units of another nation! If the number of units supporting a move are less than or equal to the number supporting the opposing action, then nothing happens - the moving piece bounces once again. However, if more units support the move than the opposing action, then the piece moves where it's trying to move, and the other piece is dislodged. If the losing piece was attempting to move, it bounces. If it was holding, then it must immediately move to an adjacent province that it could legally move to, provided 1) that province is empty, 2 )it was not left empty because of an unsuccessful attempt to move there, and 3) it was not the province it was just attacked from. If there are no such locations, then the unit disbands, removing it from the map.
Support can be broken, however! If another unit attempts to attack a supporting unit, and that attack comes from a different location than the space it is supporting, it is no longer able to maintain support. Number of supporting units decreases by one, with an appropriate effect on move attempts. This applies even if the unit attacking it does not dislodge it, or is itself dislodged.
So, as an example: If Austria and Italy are both attempting to move into Venezia, both bounce and their move fails. If Austria has a unit in Vienna support one in Trieste, Italy bounces and Austria's Triestian unit moves. If Germany supports Italy from Munich, however, then the two bounce again... unless France has a unit in Burgundy which it uses to attack the German unit, causing Germany's support to fail. This would apply even if Germany had a unit in the Ruhr moving into Burgundy with support from a unit in Belgium. However, the unit from Burgandy cannot break this attack by trying to move into the Ruhr or into Belgium.
Support is absolutely necessary if you actually want to do anything in this game! Learn it, know it, love it.
Finally, fleets (and only fleets) may convoy. You note earlier that I indicated that an army cannot move into the ocean. However, with the aid of a fleet, they may move across water, from one coastal province to another. Fleets may act as a convoy in order to move an army from any province they are adjacent to, to any province they are adjacent to. This action may be chained without limit - each fleet carries the army to another fleet, until it finally reaches the coastal province of its choice. Unlike support, this cannot be disrupted by attacks which do not dislodge one of the fleets... however, if any fleet is dislodged, the entire convoy breaks down, and the move fails.
The game consists of one turn per year, with each turn consisting of three phases. At the end of the fall, any units in province not previously belonging to them conquer that province, giving it to the player in control of that unit. Most of the time, this has no real effect. However, as you may have noticed, certain province have little circles in them. Those provinces are called supply centers, and they are vital to winning the game. For each supply center a player controls, they may control one unit, army or fleet. This is why Russia has four units - it starts with four supply centers.
Each conquered supply center, accordingly, gives the player the ability to create a new unit during the winter phase between years. Three newly conquered supply centers, three new units. There is a caveat, however - new units may only be created in one of the supply centers originally controlled by that player. Therefore, Turkey can theoretically create up to three new units if it captures enough territory... however, if Constantinople has a unit in it, or was captured by Italy, it may only create two units this winter, and must wait until next winter to create that third unit. This means that if a player's home supply centers are all conquered, it is incapable of further growth until it takes its territory back.
The converse is also true - if a country loses supply centers, it must disband its extra units. The player chooses which units are disbanded however they so desire. If a player runs out of supply centers, they must disband all of their units, which means they are out of the game.
A more in-depth discussion of the rules is available here:
http://www.wizards.com/avalonhill/rules/diplomacy.pdf . If you have any questions about the rules, feel free to ask me.
Next: So why does it matter?