Developed by Meyer Glass Interactive - Hasbro Interactive (1999) - 2D Turn-Based Strategy - Rated Everyone
Developed in 1959 by Allan Calhamer and published by Avalon Hill, the original board game of Diplomacy has been a staple on game store shelves for nearly four decades. MicroProse and Hasbro Interactive bring the intrigue and strategy of the game to the PC while faithfully remaining true to the intent and gameplay of the original.
Developer: Meyer Glass Interactive
Publisher: Hasbro Interactive
Release Date: November 11, 1999
Controls: Keyboard, Mouse
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User reviews and opinions
|jacobwissler||1:13am on Thursday, June 3rd, 2010|
|Here we come do the diplomacy part, or what the game with such a title is all about. "To eliminate language barriers", as a manual states.|
|firstname.lastname@example.org||11:52am on Friday, March 12th, 2010|
|I won a copy of Diplomacy in some giveaway competition earlier this year. I played it for half an hour and gave up through sheer boredom.|
Comments posted on www.ps2netdrivers.net are solely the views and opinions of the people posting them and do not necessarily reflect the views or opinions of us.
UP TO 7 PLAYERS
The Rules of
THE GAME OF I NTERNATIONAL I NTRIGUE
315 PLAYING PIECES CONTENTS
84 Fleets 84 Armies 147 Control Markers Game Board Map Pad Rulebook
Need strategy tips? Having trouble finding 7 players? Visit www.avalonhill.com for strategy tips and opportunities to play the game of Diplomacy online.
Game Design: Allan B. Calhamer Game Development: Mons Johnson Editing: Cal Moore
Art Direction: Blake Beasley Cover Illustration: Thomas Gianni Graphic Designer: Lisa Hanson Photography: Allison Shinkle Brand Management: Brian Hart Production Management: Raini Applin, Godot Gutierre Thanks to all of our project team members and the many others too numerous to mention who have contributed to this product.
U.S., Canada, Asia Pacific,
& Latin America www.wizards.com/customerservice Wizards of the Coast, Inc. P.O. Box 707 Renton WA 98057-0707 U.S.A. Tel: 1-800-324-6496 (within the U.S.) 1-206-624-0933 (outside the U.S.) U.K., Eire, & South Africa Hasbro UK Ltd. P.O. Box 43 Newport NP19 4YD UK Tel: + 427276 Email: email@example.com Keep these addresses for your records. All Other European Countries Wizards of the Coast p/a Hasbro Belgium NV/SA t Hofveld 6D 1702 Groot-Bijgaarden BELGIUM Tel: +18.104.22.1687 Email: firstname.lastname@example.org
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1999, 2008 Wizards of the Coast, Inc., P. O. Box 707, Renton, WA 98057-0707, U.S.A, 1-800-324-6496. The Wizards of the Coast logo is a trademark of Wizards of the Coast, Inc. in the U.S.A. and other countries. 1999, 2008 Hasbro, Inc. Avalon Hill, Hasbro, Diplomacy, Risk 2210, Risk Godstorm, Axis & Allies, Axis & Allies: Guadalcanal, Axis & Allies: Battle of the Bulge, and their respective logos are trademarks of HASBRO and are used with permission. denotes Reg. U.S. Pat. & TM Office. All rights reserved. Color of parts may vary from those pictured. 30022193000001 EN
5th Edition 2008
TABLE OF CONTENTS
Players And Countries Object Of The Game Game Board Units (Armies And Fleets) Starting Positions How To Play Overview 1. Diplomatic Phase 2. Order Writing Phase 3. The Order Resolution Phase 4. Retreat And Disbanding Phase 5. Gaining And Losing Units Phase (After Fall Turn) Time Management Civil Disorder Alternate Way To Play Opening Moves In A Sample Game 22 Rules To Help You Resolve Orders Abbreviations 24
At the beginning of the 20th century, Europe was a complicated cauldron of political intrigue. You are about to travel back to those times and change the course of history in your favor.
PLAYERS AND COUNTRIES
The game of Diplomacy is best played by seven players. Rules for fewer players are included in the Alternate Way to Play section of this rulebook on pg. 19. Each player represents one of the seven Great Powers of Europe in the years prior to World War I. These Great Powers include England, Germany, Russia, Turkey, Italy, France, and AustriaHungary (hereafter referred to as Austria). At the start of the game, the players randomly decide which Great Power each will represent. This is the only element of chance in the game. Note: At various places in the rules, the term country is used generically to represent Great Power.
OBJECT OF THE GAME
As soon as one Great Power controls 18 supply centers, its considered to have gained control of Europe. The player representing that Great Power is the winner. However, players can end the game by agreement before a winner is determined. In this case, all players who still have pieces on the game board share equally in a draw.
Boundaries: Boundaries between major countries are marked with heavy black lines. All major powers are also divided into provinces and supply-center provinces by thinner black lines. The oceans and waterways are also divided into separate provinces by thin black lines. All countries and provinces (land and water) are identified by name. Types of Provinces: There are three types of provinces: inland, water, and coastal. Only Armies move on inland provinces and only Fleets move on water provinces. A coastal province is land that is adjacent to one or more water provinces. For example, Denmark, Brest, and Spain are coastal provinces. An Army or a Fleet can occupy a coastal province. Supply Centers: A total of 34 inland and coastal provinces on the game board are designated as supply centers. Each supply center is marked with a star. A Great Power has as many Armies or Fleets as the number of supply centers it controlled at the end of the last Fall turn. Consequently, there will never be more than 34 Armies and Fleets (also referred to as units) on the game board at one time. A country gains or loses units in accordance with the number of supply centers it controls. See pg. 18 for more on supply-center control.
1. DIPLOMATIC PHASE
During this phase, players meet to discuss their plans for upcoming turns. Alliances are made and strategies are set. These diplomatic negotiations take place before each turn. Negotiations last 30 minutes before the first turn and 15 minutes before each turn thereafter. Negotiations may end sooner if all players agree. Conversations, deals, schemes, and agreements among players will greatly affect the course of the game. During diplomatic negotiations, players may say anything they wish. Some players usually go to another room or organize private groups of two or three. They may try to keep their conversations secret. They may try to overhear the conversations of others. These conversations usually consist of bargaining or joint military planning, but they may include exchanges of information, denouncements, threats, spreading of rumors, and so on. Public announcements may be made and documents may be written, made public, or kept secret, as the players see fit. These discussions and written agreements, however, do not bind a player to anything he or she may say. Deciding whom to trust as situations arise is an important part of the game. Note: Using the map pad during diplomatic negotiations is an excellent way to keep track of locations, strategies, and alliances.
2. ORDER WRITING PHASE
Each player secretly writes orders for each of his or her units on a slip of paper. All players then reveal orders at the same time. Each player reads his or her orders while others make sure that what they hear is what is written. A legal order must be followed. An order written by mistake, if legal, must be followed. An illegal order or an order that is judged to be unsuccessful isnt followed. A unit that is given an illegal order (or given no order) must stand in place (the unit holds). A poorly written order that has only one meaning must be followed.
All orders must be dated and should alternate between Spring and Fall beginning with the year 1901. For example, the first set of turn orders should be dated Spring 1901. The second set should be dated Fall 1901. The third set should be dated Spring 1902, and so on.
Players should make a list of their units and the provinces they occupy for easy reference during diplomatic conferences. In each set of orders, the type of unit is written first (A or F) followed by the province that each unit occupies. For example, A Paris or A Par is short for an Army in Paris. This is followed by the order that the unit is given. For example, A Par Holds means that the Army in Paris should hold, or stay in place. The designation of A or F in orders is to remind players of their pieces. If you leave out the unit designation in an order, the order doesnt fail since there can be only one possible unit in a province.
Germany: A BerSil Russia: A WarSil
A standoff doesnt dislodge a unit already in the province where the standoff took place. If two units (or forces of equal strength) attack the same province, thus standing each other off, a unit already in that province isnt dislodged. So, in Diagram 4, if there had been a unit holding in Silesia, the results would be the same and the unit in Silesia would remain. One unit not moving can stop a unit or series of units from moving. If a unit is ordered to hold, or is prevented from moving, and other units are ordered into its province, those other units cant move. (Its like a traffic backup!) In Diagram 5, there is a Russian Army in Prussia. The Russian player told Germany that he would move out of Prussia (but he lied and ordered the Army to hold instead). The German player ordered his Army from Berlin to Prussia and his Fleet from Kiel to Berlin. The result is that nothing moves.
Germany: F KielBer; A BerPru Russia: A PruHolds
Units cant trade places without the use of a convoy. If two units are each ordered to the province that the other occupies, neither can move. For example, in Diagram 6, neither unit would move. (There is a way around this through the use of convoys. See Convoy Orders on pg. 13.) Three or more units can rotate provinces during a turn provided none directly trade places. For example, in Diagram 7 all orders would succeed as no one unit directly trades places with another.
This is the most critical and complex section of the rules. The support and cutting support rules must be understood in order to resolve most orders. Overview Since all units have equal strength, one unit cant attack and advance against another without help. That help is called support. If an attack is successful, the attacking unit moves into the province to which it was ordered. If the unit that was attacked had no orders of its own to move elsewhere, its defeated and dislodged from the province. The dislodged unit must retreat or be disbanded. Retreating is explained in detail on pg. 18. An Army or Fleet can provide support to another Army or Fleet. Support can be offensive (supporting an attacking move order) or defensive (supporting a hold, support, or convoy order). By supporting each other, attacking or defending units gain increased strength. For example, a unit holding with two supports has the strength of three: itself plus two supporters. Support can be provided to a fellow unit or to another players unit. Support can be given without consent and cant be refused! This can cause some unexpected situations in the game that make it more interesting. A unit moves with its own strength combined with all of its valid supports. It can complete its move unless its opposed by a unit that is supported equally or better. One unit supporting another provides a combined strength of two and will defeat an opponents unsupported unit. Likewise, a unit with two supporting units (strength of 3) will defeat an opponents unit with only one support (strength of 2).
Germany: A SilPru; F Bal S A SilPru Russia: A PruHolds Support in Standoffs Diagrams 10 and 11 show two common standoff situations. In both cases, a strength of 2 meets a strength of 2 and all units stand in place. In Diagram 10, if there had been a Fleet in the Tyrrhenian, it wouldnt be dislodged by the standoff. (A standoff doesnt dislodge a unit already in the province where the standoff took place.)
A dislodged unit, even with support, has no effect on the province that dislodged it. If two units are ordered to the same province and one of them is dislodged by a unit coming from that province, the other attacking unit can move. This situation doesnt result in a standoff since the dislodged unit has no effect on the province that dislodged it.
F A F A
France: F GoLTyn; F Wes S F GoLTyn Italy: F NapTyn; F Rom S F NapTyn
Austria: A BohMun; A Tyr S A BohMun Germany: A MunSil; A Ber S A MunSil Russia: A WarSil; A Pru S A WarSil
France: F GoLTyn; F Wes S F GoLTyn Italy: F TynHolds; F Rom S F TynHolds Dislodgment in Standoffs A dislodged unit can still cause a standoff in a province different from the one that dislodged it. When two or more equally supported units are ordered to the same province, neither can moveeven if one of them is dislodged from a province other than the one that is the target of the standoff during the same turn. In Diagram 12, the Austrian attack from Bohemia successfully dislodges the Germany Army in Munich. However, that Army in Munich still causes a standoff with the Russian Army trying to enter Silesia.
Turkey: A BulRum Russia: A RumBul; A Ser S A RumBul; A SevRum In Diagram 13, the Russian Army in Rumania dislodges the Turkish Army in Bulgaria. That Turkish Army and the Russian Army in Sevastopol are both ordered to Rumania, which would normally cause a standoff. However, because Rumania dislodged the Army in Bulgaria, it has no effect on Rumania at all. This allows the Sevastapol Army to enter Rumania. The Army in Bulgaria must retreat.
Writing Convoy Orders Just as S indicates support, the letter C is used to indicate convoy. Following is an example of a convoy order: A AnkSev; F Bla C A AnkSev A Fleet cant convoy more than one Army during the same turn. The order to the Fleet must contain both the location and the destination of the Army being convoyed. Just as with support orders, the convoy order must match the move order given by the Army being convoyed. For example, if the Army in Rumania is ordered to Armenia (A RumArm) and the convoy order is written to take it to Ankara (F Bla C A RumAnk), then the convoy would fail and the Army would remain in Rumania. Note: Fleets in any coastal province (including Constantinople, Denmark, and Kiel) cant convoy.
F A A A
England: A LonNwy; F Nth C A LonNwy In Diagram 19, the Fleet in the North Sea convoys the Army in London to Norway.
Germany: A BerHolds; A MunSil Russia: A PruBer; A Sil S A PruBer; A BohMun; A Tyr S A BohMun
Support Cant be Convoyed Only Armies can be convoyed. Support cant be transported from one Army via a convoy to another unit. For example, the orders shown below in bold are illegal and clearly fail. England: A PicBre, A Lon S A PicBre F Eng C A Lon S A PicBre France: F BreHolds Convoying an Army Across Several Water Provinces If Fleets occupy adjacent water provinces, an Army can be convoyed through all these water provinces on one turn, landing in a coastal province adjacent to the final Fleet in the chain.
Convoying an Army Across One Water Province A Fleet in a water province (not a coastal province) can convoy an Army from any coastal province adjacent to that water province to any other coastal province adjacent to that water province. To do this, the Army must be ordered to move to the intended province and the Fleet must be ordered to convoy it. Note: A Fleet cant convoy a Fleet.
A convoy that causes the convoyed Army to standoff at its destination results in that army remaining in its original province. If a convoyed Army arrives at its destination province and is unable to stay there because of a standoff with another unit(s), then that convoyed Army must remain in its original coastal province. (It could still be forced out of its original province by a successful attack there.) An Army can be supported into its destination province to help avoid a standoff. Note: In this rulebook, examples of convoy orders that failed are underlined to show that the underlined Fleet was dislodged. Other Fleets in a convoy chain wont be underlined.
In Diagram 21, the Fleet in the Tyrrhenian is dislodged, so the French Army doesnt move from Spain to Naples.
England: A LonTun; F Eng C A LonTun; F Mid C A LonTun France: F Wes C English A LonTun
Rare Cases and Tricky Situations
The above rules should resolve most situations that arise in the game of Diplomacy. There are, however, a few exceptions and rare situations that can occur. They are explained below. Self Dislodgment A country cant dislodge or support the dislodgment of one of its own units, even if that dislodgment is unexpected. This is one time when support is refused or negated when it would otherwise be legal. However, such orders can be written for other reasons, such as creating a standoff. Following are some examples to further explain this rule. In Diagram 22, the French Army in Paris, supported by its Army in Marseilles cant dislodge its own Army in Burgundy.
France: A SpaNap; F GoL C A SpaNap; F Tyn C A SpaNap Italy: F IonTyn; F Tun S F IonTyn In Diagram 20, the English Army from London goes to Tunis on a single move with help from the French player. Disrupting a Convoy Dislodgment of a fleet in a convoy causes the convoy to fail. If a Fleet ordered to convoy is dislodged during the turn, the Army to be convoyed remains in its original province. An attack on a convoying Fleet, which doesnt dislodge it, doesnt affect the convoy.
France: A ParBur; A Mar S A ParBur; A BurHolds
In Diagram 25, the German Army in Munich is in a standoff with the Austrian Army in Tyrolia, so neither unit moves. German Armies in Ruhr and Silesia tried to create a standoff with each other in Munich. However, the Austrian Army in Bohemia sneakily gave support to the German unit from Silesia into Munich. In most cases, this supported attack from Silesia into Munich would beat the unsupported attack from Ruhr. But since that would result in Germany dislodging one of its own units, the move fails. The next example demonstrates a situation in which you might write self-dislodgment orders to create a standoff. This is sometimes a good defensive move. In Diagram 26, England cant dislodge its own unit, but its supported attack on Denmark is necessary to standoff the supported Russian attack on the same province.
France: A ParBur; A BurMar Germany: A Ruh S French A ParBur Italy: A MarBur
A A A A
Germany: A MunTyr; A RuhMun; A SilMun Austria: A TyrMun; A Boh S German A SilMun
Germany: A RuhBur; A MunHolds France: A Par S German A RuhBur; A BurHolds In Diagram 23, the French Army in Paris, although supported by the German Army in Ruhr, cant dislodge its own Army in Burgundy. In Diagram 24, the German Army in Ruhr, supported by the French Army in Paris, cant dislodge the French Army in Burgundy because France cant legally support an attack against one of its own units. However, if Germany had supported its own attack (from Munich), then the French Army in Burgundy would be dislodged.
F F F A
England: F DenKiel; F NthDen; F Hel S F NthDen Russia: A BerKiel; F SkaDen; F Bal S F SkaDen
Self Standoff While a country cant dislodge its own units, it can create standoffs by ordering two equally-supported attacks on the same province. This is often done to maintain control of three provinces with two units. However, if one of the attacks has more support than the other, it will succeed. In Diagram 27, the Austrian player is trying to control Serbia, Budapest, and Vienna with two units, keeping Budapest vacant. However, the move A SerBud succeeds because of unexpected Russian support. It wouldnt succeed if there was an Austrian Army already in Budapest, since it would be dislodging its own unit. The move succeeds whether the support is from a foreign unit (as illustrated) or from a unit of the same country.
England: A LonBel; F Eng C A LonBel; F Nth C A LonBel France: F BreEng; F Iri S F BreEng Cutting Support on Your Own Units An attack by a country on one of its own units doesnt cut support. This rule is in the same spirit as the Self-Dislodgment rules. A country cant dislodge one of its own units, nor can it cut its own support. Exchanging Places via a Convoy Two units can exchange places if either or both are convoyed. This is the exception to the earlier rule that stated, Units cant trade places without the use of a convoy. In Diagram 28, all moves succeed.
Austria: A SerBud; A VieBud Russia: A Gal S Austrian A SerBud
Land and Convoy Routes In some rare cases, orders are written so that an Army could arrive at its destination either by land or convoy. When this happens, the following qualifiers apply: If at least one of the convoying Fleets belongs to the player who controls the Army, then the convoy is used. The land route is disregarded. If none of the convoying Fleets belongs to the player who controls the Army, then the land route is used. However, the player controlling the Army can use the convoy route if he or she indicated via convoy on the Army move order in question. This prevents foreign powers from kidnapping an Army and convoying it against its will. Note: In the CD-Rom version of the game of Diplomacy, its impossible to specify via convoy in an order. In that version, if either the overland route or the convoy route is valid, then the Army will move to its destination. This does allow an Army to be convoyed against its will.
England: A LonBel; F Nth C A LonBel France: A BelLon; F Eng C A BelLon
More than One Convoy Route An Army convoyed using alternate convoy orders reaches its destination as long as at least one convoy route remains open. Orders can be written to permit more than one route for convoying an Army from its origin to its destination. The Army isnt prevented from moving unless all routes in the order are disrupted. In Diagram 29, the Army in London has two convoy routes. Since only one was disrupted, the English Army lands in Belgium. A Convoyed Attack Doesnt Cut Certain Supports A convoyed Army doesnt cut the support of a unit supporting an attack against one of the Fleets necessary for the Army to convoy. This is a tricky and rare situation, but without this rule (using Diagram 30 as an example), a paradox may occur. In the following orders, France could argue that its Army cut the support of the Fleet in Naples, thus protecting the convoying Fleet from dislodgment. (France could state the rule, Support is cut if the unit giving support is attacked from any province but the one where support is being given.). Italy could argue that dislodgment of the Fleet disrupted the convoy so that the Army couldnt arrive in Naples to cut that support. (Italy could state the rule, Dislodgment of a fleet in a convoy causes the convoy to fail.) Since both rules are contradictory, the above new rule takes precedence. Therefore, the convoy is blocked and support isnt cut. Two More Tricky Situations Following are two complicated examples that involve the Alternate Convoy rule and the Convoyed Attack rule. These situations are rare and dont come up in most games. But, here are the rules in case these issues do arise. An Army with at least one successful convoy route will cut the support given by a unit in the destination province that is trying to support an attack on a Fleet in an alternate route of that convoy. As long as there is one successful convoy route, the landing Army does cut any support given by a unit in the destination province. (Remember the rule: Support is cut if the unit giving support is attacked from any province but the one where support is being given.)
Its probably best, if enough players are present, to allow someone else to replace any player who leaves the game. Players should decide what policies they will follow before starting the game.
ALTERNATE WAY TO PLAY
The following is an alternative way to play the game of Diplomacy when fewer than seven players are present. Six Players: Eliminate Italy. Italian units hold in position and defend themselves, but dont support each other. Units belonging to any of the players can support them in their holding position. If Italian units are forced to retreat, theyre disbanded. Five Players: Eliminate Italy and Germany (as described for Italy above). Four Players: One player plays England, and the other three play the following pairs: Austria/France, Germany/Turkey, and Italy/ Russia. Three Players: One player controls England/Germany/Austria; the second, Russia/Italy; and the third, France/Turkey. Two Players: This version can be played as a World War I simulation. One player controls England/France/Russia while the other plays Austria/Germany/Turkey. Italy is neutral and Italian territory cant be entered. The game begins in 1914. Before the Fall 1914 adjustments, flip a coin. Italy joins the winner of the toss in Spring 1915. The first player to control 24 supply centers wins. This is also an enjoyable way for two new players to learn the rules. In games for 2, 3, or 4 players, supply-center ownership is computed for each individual country, even though the same person plays more than one country. As with the regular rules, adjustments must be made by each country in accordance with its supply-center holdings.
WRITING BUILDS AND DISBANDMENTS
Players write down which units they will disband (if any) and what type of unit will be built in a home supply center (if any). These orders are written without diplomacy or discussion and revealed at the same time. Any vague or invalid orders are ignored.
Its wise to set aside about four hours to play Diplomacy. No more than five minutes should be allowed for writing orders after the diplomatic negotiation period has ended. Diplomacy and other conversation shouldnt be allowed during the writing and reading of orders, between moves and retreats, during and after retreats, or during adjustments. Newcomers should be given a half-hour (at least) introduction to the game before the other players assemble. A few moves should then be played with newcomers so they become familiar with the rules before the game starts.
OPENING MOVES IN A SAMPLE GAME
This sample game will help demonstrate some of the typical opening moves in a game of Diplomacy. This is intended to be a look at order writing and resolution. No strategies, diplomacy, alliances, or negotiations are discussed here. Besides, it would take too much space to record all of the discussion that goes on! As you read the orders, you may want set up the game board and move each playing piece so that it projects into the province to which it has been ordered. As soon as the final results are clear, the piece should be pushed into its new position or back to its old one.
If you leave the game or otherwise fail to submit orders on a given Spring or Fall turn, its assumed that your government has collapsed. Your units all hold in position, but dont support each other. If theyre dislodged, theyre disbanded. No new units are raised for the country. If a country in civil disorder has to remove units, the units farthest from the country are removed first. If units are equally distant, then remove Fleets before Armies and then in alphabetical order by the provinces in which theyre located.
Spring 1901 Austria: A VieTri, A BudGal, F TriAlb
England: A LvpYor, F LonNth, F EdiNrg France: A ParBur, A MarSpa, F BrePic
Germany: A BerKie, A MunRuh, F KieDen Italy: Russia: Turkey: A VenPie, A RomVen, F NapIon A MosUkr, A WarGal, F StPBot, F SevBla A ConBul, A SmyCon, F AnkBla
Commentary: All orders succeed except for the two units ordered to the Black Sea and the two ordered to Galicia. Key Rule: Units of equal strength trying to occupy the same province cause all those units to remain in their original provinces. Retreats: None.
Fall 1901 Austria: A Tri Holds, A BudSer, F AlbGre
England: A YorNwy, F Nth C A YorNwy, F NrgBar France: A BurMar, A SpaPort, F PicBel
Germany: A KieHol, A RuhBel, F Den Holds Italy: Russia: Turkey: A Ven Holds, A PieMar, F IonTun A Ukr S F SevRum, A WarGal, F BotSwe, F SevRum A BulSer, A ConBul, F AnkBla
Commentary: The units ordered to Belgium, Marseilles, and Serbia dont move. Key Rule: Units of equal strength trying to occupy the same province cause all those units to remain in their original provinces. Commentary: The order ConBul also doesnt succeed. Key Rule: One unit not moving can stop a unit or series of other units from moving. Retreats: None. Builds: Looking at the supply centers, England, Turkey, Austria, Italy, and France are each entitled to one build, and Russia and Germany are entitled to two. All players write down their builds and reveal their orders simultaneously. England builds a new Fleet in Edinburgh F Edi. Germany builds F Kie and A Mun. Russia builds A StP and A Sev. Turkey builds A Smy. Austria builds A Vie. Italy builds F Nap. France builds F Mar. France builds one unit for Portugal A Por, but none for Spain, which its Army passed through during the Spring turn. 20
Commentary: First, look for support that has been cut. Many support orders written on this turn are cut because of the following rule. Key Rule: Support is cut if the unit giving support is attacked from any province but the one where support is being given. The supports that are cut include: the Russian Fleet in Sweden (the attack from Denmark), the French Fleet in Marseilles (the attack from Piedmont), the Russian Army in Sevastapol (the attack from Armenia), the Russian Army in Galacia (the attack from Vienna), and the Russian Fleet in Rumania (the attack from Bulgaria). The German Army in Belgium, supporting a move from Ruhr to Burgundy, doesnt have its support cut since the attack comes from Burgundy, the province where the support is being given. Commentary: Next, look for standoffs. The Fleet in Marseilles and the Army in Sevastapol successfully standoff their attackers. Key Rule: Units of equal strength trying to occupy the same province cause all those units to remain in their original provinces. In fact, the support from Spain and Ukraine is unnecessary here as the individual units would have been enough to hold off the attack. Commentary: The Army in Vienna cant get into occupied Galacia and the Army in Venice cant get into occupied Piedmont. They remain in place. Key Rule: One unit not moving can stop a unit or series of units from moving. Commentary: The French Army trying to get from Burgundy to Belgium fails because the support from Holland makes the forces equal. Key Rule: Units of equal strength trying to occupy the same province cause all those units to remain in their original provinces. Commentary: The support coming from Munich gives the German Army coming from Ruhr a strength of 2 compared to the French Armys strength of 1. The Army in Ruhr moves into Burgundy and the French Army will have to retreat during the Retreat phase.
The Russian Fleet in Rumania was originally supported enough to hold off the Turkish attack from Bulgaria. However, both its supports were cut and it now stands alone. This isnt enough to hold off the attack since Turkey is supporting the Bulgarian Army with the Fleet in the Black Sea. The Bulgarian Army moves into Rumania and the Russian Army there will have to retreat during the Retreat phase. The vacating of Bulgaria also allows the Army in Constantinople to enter Bulgaria. Since the Russian support in Sweden was cut, the English attack from Norway into St. Petersburg succeeds. The Russian Army in St. Petersburg will have to retreat during the Retreat phase. Since the Army in Norway entered St. Petersburg, the other British Fleets can complete their moves. Retreats: There are three units on the board that must retreat during the Retreat phase (one French, two Russian). The Russian unit in Rumania has no place to retreat (all adjacent territories are occupied) and is immediately disbanded and removed from the board. The Russian and French players then write down the retreat for their one unit. Russia: A StPMos. France: A BurGas. The units are moved to Moscow and Gascony. Builds and Disbandments: Russia controls four supply centers but has five units. It must disband one. All other players but Italy get a build. All players write down their builds and disbandments and reveal them simultaneously. Germany builds F Kie. Russia removes A Gal. Turkey builds F Smy. Austria builds A Tri. France builds A Par. England builds F Lon. Italy doesnt change. Conclusion: At this point, with all the neutral supply centers owned by one of seven countries, and some fledgling alliances and conflicts between the players, we will end our sample game. No effort has been made here to analyze the strategy or tactics of these fictitious players. A detailed look at the complexities, strategies, and tactical moves of the game of Diplomacy can be found on our web site: www.avalonhill.com.
22 RULES TO HELP YOU RESOLVE ORDERS
The following is a handy list of rules needed to resolve orders and game-play issues. If youre unable to resolve an issue using this list, refer to the instructions and examples within this rulebook for more detailed explanations.
All units have the same strength. There can only be one unit in a province at a time. Units of equal strength trying to occupy the same province cause all those units to remain in their original provinces. A standoff doesnt dislodge a unit already in the province where the standoff took place. One unit not moving can stop a series of other units from moving. Units cant trade places without the use of a convoy. Three or more units can rotate provinces during a turn provided none directly trade places. A unit not ordered to move can be supported by a support order that only mentions its province. A unit ordered to move can only be supported by a support order that matches the move the unit is trying to make.
13. Support is cut if the unit giving support is attacked from any province except the one where support is being given. 14. Support is cut if the supporting unit is dislodged. 15. A unit being dislodged by one province can still cut support in another. 16. An attack by a country on one of its own units doesnt cut support. 17. A dislodgment of a Fleet necessary to a convoy causes that convoy to fail. 18. A convoy that causes the convoyed Army to standoff at its destination results in that Army remaining in its original province. 19. Two units can exchange places if either or both are convoyed. (This is the exception to Rule 6.) 20. An Army convoyed using alternate convoy orders reaches its destination as long as at least one convoy route remains open. 21. A convoyed Army doesnt cut the support of a unit supporting an attack against one of the Fleets necessary for the Army to convoy. (This supersedes Rule 13.) 22. An Army with at least one successful convoy route will cut the support given by a unit in the destination province that is supporting an attack on a Fleet in an alternate route in that convoy. (This supersedes Rule 21.)
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