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12

Well quickly to address the last sentence. It is actually quite common for Italy to take Tunis with an army rather than a fleet. Then with F ION and A TUN, there are options for ION-AEG, ION-EAS and the convoys TUN-ALB, TUN-GRE which aren't possible with a fleet in Tunis. But to answer the question in the title, there are certainly occasions when Italy does ...


10

Junta In Junta you play leaders of a Banana republic. Each turn the elected El Presidente hands out various offices and announces the budget for the year and who will be receiving how much. He doesn't reveal how much he's keeping for himself though :) If anyone is unhappy with their allocation they can arrange a coup, marshal their forces and try to ...


10

The Gamers' Guide to Diplomacy has exactly the brief summaries you're looking for as well as much more. It's hard to get hold of so I put it online here. p7 of the 2nd pdf has the brief country by country summaries.


9

There are lots of good (and bad) times to back stab, I'm not sure there is an out and out correct answer. This is one of the fun aspects of Diplomacy: its variation. However, early back stabbing is probably almost always best avoided, as you will probably lose credibility with the other players if they think you are unreliable. Sometimes the best back ...


8

Make sure EVERYONE knows that Italy is the weakest country, by reminding them of it constantly, both during the game and every time the subject of Diplomacy comes up in conversation generally. Hopefully this will lull them into a false sense of security, so that you can actually get somewhere with your beleaguered green armies. Certainly if anyone starts ...


8

The rule of thumb has always been: Never backstab an opponent in a way that leaves them capable of retaliation.


7

A Game of Thrones It is based on a novel and has a bunch of expansions. Not sure if it is that much simpler though. It has more other mechanics than diplomacy, but the supporting and backstabbing part is a bit simpler. I've played it once now and it was quite fun. It 'only' took a few hours, even though it was the first time. Also the fact that not ...


7

It sounds to me like both games you've failed to negotiate an alliance with England. That isn't necessarily your fault, but in order to concentrate on the Med you would need to at least be able to negotiate a neutral England, if not an entirely friendly one. Some ideas you might want to try It sounds like in both games you stumbled into an FG alliance ...


7

Having not played this game, or played in the group you're playing, I can't give specifics, but I can talk a bit about my experiences with subterfuge in other contexts. (poker is a classic for this) The first, most important thing is that you need to have a story in mind that you want the other person to believe. Simply saying no when you would normally ...


6

The Diplomacy Archive has a large number of strategies for Italy and all the other countries. It also has some articles by Allan B. Calhamer (the inventor of Diplomacy).


6

Odds are that you're not going to want to get it (which is tragic, as it's a great game), since it's a long-play game. I've found that a game typically takes 4 hours or more. Interestingly, new player groups and experienced player groups will typically take about the same amount of time. New players take time because they're figuring out the rules, but ...


6

Not to discourage your work, but you should consider renaming it. The Diplomacy hobby has long had a varient named 'modern': Modern (Vincent Mous) A ten-player variant that takes place in modern times on a modified map which contains the regions on the standard map plus a slightly larger portion of Western Asia and Northern Africa. ...


6

I personally use the following approaches in any game in which you need to tell your opponents something that is not true: Tell a lie that is close to the truth, but still can give you an advantage in the game. The smaller the lie is, the harder it is to detect it. Lie casually at non-critical moments to confuse detection strategies that your opponents ...


6

Well the answer to the question literally posed in the title is yes. You can be boxed in, but this will not necessarily happen. Hey, even if you do ally with Russia, Austria and Italy can put up an effective blockade keeping you in the corner. It is certainly a viable strategy with significant growth opportunities to ally with either Austria or Italy. ...


6

The game will most likely contract from seven players down to six or five within the first 6 turns, with someone hitting zero SCs in Fall 1903. The first people eliminated will probably be pretty bummed, but usually not so much at the game as at the person they trusted, who stabbed them. You could arrange to make the first eliminated player become the ...


6

I believe the traditional response is to feed the game board to a tiger and award the offending player a toothbrush covered in jam. Which is to say, you're asking what the rules say should happen in a scenario that cannot happen if you're following the rules. That implies a contradiction, and contradiction implies anything. The rules of the game say ...


5

A few immediate thoughts: from a game play standpoint where are the "BRIC" countries (Brazil, India, Indonesia etc) or are you designing the game to largely involve conflict between the 5 powers you cited in Africa, South America etc? from a "how do you get a game produced" there are many routes. An increasingly popular route would be to go independent - ...


5

The original Hasbro Edition is probably the physically best edition ever made - much better than the current US version with cardboard counters. The other highly recommended edition is the 1992 Deluxe Diplomacy by Avalon Hill, which turns up very occasionally and very expensively on eBay. The only professionally printed Dip variants I know of are Colonial ...


5

Like Ry4an said, it is pretty much guaranteed that some people will be eliminated (or nearly so) early on. You'll want to make people aware of this at the beginning, and set some expectations going in of how people will react (ie Is it OK to just give standing orders for 1 or 2 units and leave? Is it OK to proxy control of units to another player and leave? ...


4

You absolutely need to have some dirt on Austria; it will be very difficult for Italy to do well in the face of a hostile Austria. Even if you join a coalition against Austria early on, you'll find that most of the SCs wind up falling into Turkish hands, rather than yours, leaving you with little better in the way of options.


4

You should only backstab an ally if that means the difference between losing or winning the game. So you shouldn't backstab for 1 or 2 centers. Settle for 3 or more and be sure you can grab them and keep them too. And to mention the obvious, do not backstab in the spring. If you backstab often, players remember and refuse to ally with you (or at least the ...


4

You probably need an odd number of players, say five, to make the game flow with a majority vs. a minority dynamic. Second, you need to choose two countries to eliminate. Italy is the obvious first choice, least fun to play. Germany is the recommended second choice by the game designers. But that has the disadvantage of separating the board into ...


4

As I see it there are two independent questions being asked here. One is how to play a short game and the other is how to deal with having fewer than seven players. I'll discuss them separately. First what to do when time is scarce. There are two ways I know of to deal with this. One is to play an abridged version, the other is to ensure play proceeds at a ...


4

As England, I would determine my first target the same way as I do for any other country I'm playing. I would talk to the other six (yes all six are important) players, to try to get a feel of what is happening on the board, who is and who isn't likely to want to work with me and use this information to develop a strategy. It is possible to do well as ...


4

Good question. A short answer is that Italy doesn't "need" Tunis as a fourth supply center when it ALREADY has a fourth supply center. As another answerer pointed out, this may occur when Italy can use the Fleet Ionian to take Greece, (with the help of an ally) or better yet, has Trieste in hand after capturing it the first move. Italy is, in fact, one of ...


4

The answer might have been no by the time you asked, but now it is yes: Check out You Say First! I tried my best with the UI design, but any help there is welcome. Bugreports and feature requests can be submitted on https://github.com/nomeata/you-say-first.


4

Erlend Janbu's variant South America v. 3.2 for four players was designed with the explicit aim "to create a variant where there are no stalemate lines." In a 2001 article on the variant he admits that he does not know for sure whether there is a stalemate line in his variant, but "I and others have searched, and after 100 games, no game has ended in a ...


4

Simply, when it is a commitment required of (or an opportunity provided by) your best possible alliance. Although the tactical situations are not irrelevant in Diplomacy, they should always be regarded as secondary to the choice of allies and alliances. Any country can win, and one should regard the game as more akin to Survivor than to a typical strategy ...


4

The quote below is part of a rule. So yes, I would play it like you suggest, because your situation matches this rule in the strictest sense (one center versus zero units). If he/she has more centers than units, he/she may build units by placing them, one in each unoccupied supply center, in his/her home country only (provided that such supply centers ...


3

Republic of Rome Plays a little quicker than Diplomacy - 4-5 hours which makes it just playable in an evening, rather than needing a full day. The game mechanics are more complex than diplomacy, but most of them are on cards, so you only have to deal with a fairly modest set at a time. If you can arrange for your inexperienced players not to be HRAO for ...



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