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Ultimately, it's all about salesmanship. In the early game, no Power can repel two determined and unmolested neighbors, and no two Powers can repel three determined and unmolested neighbors. Pretty much any other Power can be Turkey's initial ally, depending on what the other Powers are doing. For example: Turkey + Austria works if Russia and Germany ...


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Let the first eliminated player be the Judge for the remainder of the game - assuming you don't have a Judge already and the player understands the rules well enough. The Judge can keep and enforce official time, adjudicate the orders, resolve disputes. Once there are two or more eliminated players, start a second game. Poker maybe. Just overhearing the ...


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I believe there should be no special treatment for new players. Life isn't fair, and Diplomacy is far less fair than real life. That's how the Creator intended it :-) The only way I see to prevent experienced players running roughshod over newbies is simply to never put them in the same games. This idea works well for Chess, Go and Bridge, why should ...


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This alliance can work long-term if Russia is comfortable with a northern expansion vector. Short-term, Austria and Russia can conquer Turkey, divide the spoils and fortify. Park fleets in the Aegean and Eastern Mediterranean seas and you're done. Russia keeps only enough hardware in the south to prevent a stab, in parity with Austria. If Austria gets in ...


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England and Turkey are really not that far away from each other. A "wicked witches" alliance against Russia is quite viable in the early game, depending on how all the other relationships takes shape. A common mistake for novices playing England or Turkey is to assume that the affairs of the other are irrelevant to them, since they are on opposite corners ...



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