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Comments to date: 9. Page 1 of 1. Average Rating:
Enigma757 4:29am on Saturday, October 2nd, 2010 
Nice looking in its new sleeker format. Excellent features, though it does take time to explore and understand all of the PS3 features
MorePe 11:48pm on Thursday, September 23rd, 2010 
I been a playstation player since 1995, I own playstation one and two, and this two sytems are great, the ps3 is sucks.
milehigh 4:51pm on Thursday, September 2nd, 2010 
Disk Read problem 2 months After Warranty Expiration This was a very exciting game system for my son. Bought 1 year and 2 months ago. A review from someone who owns all three next gen consoles I own all three next gen consoles and have nothing bad to say about any of them at all.
harwey 6:26am on Sunday, May 16th, 2010 
Purchased this ps3 to go along with the lg 55lh55 lcd that I ordered from Vanns. The ps3 deffinately lives up to its billing It Only Does Everything!
Lina 11:02am on Tuesday, May 4th, 2010 
This is very nice the remote is universal and works with other items as well was easy to set up and we were able to get this online to play games and ... My son says it is a great gameing system, and has blue ray also. Performs great. Came with remote and hdmi cable, a plus.
chinajy 7:19pm on Thursday, April 29th, 2010 
Watch out for online downloads from PSN which are not full resolution. I have only run into one so far. Wing Commander was a conversion I think. Overall great system. Tiny flaws that can be overlooked. Great buy.
animalprote 1:32pm on Monday, March 29th, 2010 
Not like the old customer service My family was very excited to upgrade from the Playstation 2 console to all the great things that can be done with a... Possibly a must-own device to have in your home! Having upgraded to the latest PlayStation 3 Slim.
gracious 2:21pm on Wednesday, March 24th, 2010 
I dont know how I got a long in life without my Sony Playstation 3. This console is great! Im not much on gaming but I use the Bluray portion of the console alot. The picture and sound quality are awesome!
axis3 1:24am on Wednesday, March 17th, 2010 
Good Graphics. Sports, Great Graphics, Lots of Game Choices, Fun For All Ages Older Models can freeze, Online not as good xbox the ps3250 is just plain awesomethis.[...]it just doesnt get any better than this.t[...] Fun For All Ages, Great Graphics, Easy To Set Up.

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Documents

doc0

AGE 12+

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.

CREDITS

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.

Questions?

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: wizards@hasbro.co.uk 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: +32.70.233.277 Email: custserv@hasbro.be
Check us out on the web: Avalonhill.com
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.

GAME BOARD

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.

UNITS (ARMIES AND FLEETS)
Each Army unit is represented by a square playing piece. Each Fleet unit is represented by a narrow rectangular playing piece. One side of each piece has a design that represents the appropriate unit, and the other side has the color of the Great Power. Use whichever side is more helpful. The unit colors of each Great Power are displayed on the edge of the game board and indicated in the following table. If an expanding Great Power runs out of Army units or Fleet units, the units of an eliminated country can be used. Two key rules regarding units: All units have the same strength. No one Army is more powerful than another. No single Fleet is stronger than another. During the game, various units will support each other to increase their strength and attack weaker adversaries. There can be only one unit in a province at a time. There are no exceptions to this rule.

STARTING POSITIONS

Supply Centers: At the start of the game, each Great Power controls three supply centers, with the exception of Russia, which controls four. Place the appropriate unit on the designated supply center as shown in the following table. The 12 remaining supply centers arent occupied at the start of the game. Note: An A indicates an Army, and an F indicates a Fleet.

COUNTRY

Austria England France Germany Italy Russia Turkey

UNIT COLOR

red dark blue light blue black green white yellow

UNIT CITY

A Vienna F London A Paris A Berlin A Rome A Moscow F St. Petersburg (SC) F Ankara
A Budapest F Edinburgh A Marseilles A Munich A Venice F Sevastopol A Constantinople
F Trieste A Liverpool F Brest F Kiel F Naples A Warsaw A Smyrna
Flag Markers: The game includes one set of markers for each Great Power. Players can use these markers to identify which supply centers they control on the game board. One side shows the flag of the Great Power, and the other side shows the color of the units of that country. Use whichever side is more helpful.

HOW TO PLAY OVERVIEW

Diplomacy is a game of negotiations, alliances, promises kept, and promises broken. In order to survive, a player needs help from others. In order to win the game, a player must eventually stand alone. Knowing whom to trust, when to trust them, what to promise, and when to promise it is the heart of the game. Remember, you are a diplomat first, a commander second. At the beginning of each turn, players meet together in small groups to discuss their plans and suggest strategies. Alliances between players are openly or secretly made, and orders are (hopefully) coordinated. Immediately following this period of diplomacy, each player secretly writes an order for each of his or her units on a slip of paper. When all players have written their orders, the orders are simultaneously revealed, and then the orders are all resolved. Some units are moved, some have to retreat, and some are removed. Resolving orders is the most challenging part of the rules and requires complete knowledge of the rules. Each turn represents six months of time. The first turn is called a Spring turn and the next a Fall turn. After each Fall turn, each Great Power must reconcile the number of units it controls with the number of supply centers it controls. At this time some units are removed and new ones are built. Each turn has a series of phases. Here are the phases in a complete two-turn year: Spring four-phase turn 1. Diplomatic phase 2. Order Writing phase 3. Order Resolution phase 4. Retreat and Disbanding phase Fall five-phase turn 1. Diplomatic phase 2. Order Writing phase 3. Order Resolution phase 4. Retreat and Disbanding phase 5. Gaining and Losing Units phase After a Fall turn, if one Great Power controls 18 or more supply centers, the game ends and that player is declared the winner. Gamemaster If an additional person who knows the game rules is available, that person could serve as the gamemaster. The gamemaster could keep time for the negotiation sessions, collect and read orders, resolve issues, and make rulings when necessary. This role should be strictly neutral.

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.)

DIAGRAM 10

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.

DIAGRAM 12

F A F A
France: F GoLTyn; F Wes S F GoLTyn Italy: F NapTyn; F Rom S F NapTyn

DIAGRAM 11

Austria: A BohMun; A Tyr S A BohMun Germany: A MunSil; A Ber S A MunSil Russia: A WarSil; A Pru S A WarSil

DIAGRAM 13

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.

DIAGRAM 18

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.

DIAGRAM 19

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.

Convoy Order

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.

DIAGRAM 20

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

DIAGRAM 21

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.

DIAGRAM 22

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

DIAGRAM 23

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.

DIAGRAM 25

France: A ParBur; A BurMar Germany: A Ruh S French A ParBur Italy: A MarBur

DIAGRAM 24

A A A A
Germany: A MunTyr; A RuhMun; A SilMun Austria: A TyrMun; A Boh S German A SilMun

DIAGRAM 26

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.

DIAGRAM 27

DIAGRAM 29
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

DIAGRAM 28

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.)

DIAGRAM 30

In Diagram 31, France wrote orders that would take its Army to Naples by either of two routes. The move from Tunis fails (because of a standoff with the Fleet in Naples), but it cuts the support of that Fleet because that Fleet isnt cutting the successful convoy that came via the Ionian Sea. Therefore, the Fleet in Rome stands off with the Fleet in the Tyrrhenian Sea. In Diagram 32, The Fleet in Naples is dislodged by the combined strength of the Army being convoyed from Tunis and the Army in Apulia. Since the Army coming from Tunis can get to Naples via the Ionian Sea, the Fleet in Naples wasnt supporting an attack against the Fleet that ultimately convoyed the Army, so its support was cut.

DIAGRAM 31

France: A TunNap; F Tyn C A TunNap; F Ion C A TunNap Italy: F RomTyn; F Nap S F RomTyn

DIAGRAM 32

France: A TunNap; F Tyn C A TunNap; F Ion C A TunNap; A Apu S A TunNap Italy: F RomTyn; F Nap S F RomTyn
Note: If the Italian orders had been reversed, then the Fleet in the Tyrrhenian Sea would be dislodged and the Fleet in Naples would move to the Tyrrhenian Sea.
France: A TunNap; F Tyn C A TunNap Italy: F IonTyn; F Nap S F IonTyn 17
3. THE ORDER RESOLUTION PHASE
After all the orders have been revealed and read, the players (or an assigned gamemaster) must resolve all of the conflicts. Resolution will result in successful moves, failed moves, standoffs, retreats, and disbandments. The units on the game board are moved and removed as described in the next two phases of play.
4. RETREAT AND DISBANDING PHASE
After all the orders have been revealed and read, the moves made, and the conflicts resolved, any dislodged (defeated) units make their retreat. These retreats are written down (just like orders) and revealed immediately. No diplomacy or discussion takes place prior to writing retreat ordersall countries are on their own. A dislodged unit must retreat to an adjacent province that it could ordinarily move to if unopposed by other units. Sometimes a retreat is made deeper into enemy territory. A unit cant retreat to: a province that is occupied; the province from which the attacker came; or a province that was left vacant by a standoff during the same turn. If there is no available province to retreat to, the dislodged unit is immediately disbanded and removed from the game board.

Once a country gains control of a supply center, it can leave the center vacant and still keep control of it, as long as that center isnt occupied by another country at the close of a Fall turn. A unit that moves into a supply center during a Spring turn and moves out of it during the Fall of the same year doesnt affect the ownership of the supply center. In short, a country retains control of a supply center as long as, at the end of each Fall turn (including retreats), the supply center is either vacant or is occupied by one of its own units.
ADJUSTING NUMBER OF UNITS
After each Fall turn (including retreats, if any), players adjust their units to match the number of supply centers they control. This may result in some units being disbanded (if the player has lost supply centers that year) or in some units being built (if the player has gained supply centers that year). As with retreats, gaining and losing units (collectively known as adjustments) are written and revealed simultaneously without discussion or diplomacy of any kind.

DISBANDING

If a country has fewer supply centers than units, it must disband the excess number of units (owners choice of which units).

BUILDING

If a country has more supply centers than units, it can place new units in each unoccupied supply center of its home country that it still controls. It cant build units in supply centers outside its home country. Example: The French player can build units only in Paris, Brest, and Marseilles throughout the course of the game. However, if Marseilles was under Italys control and the French player had a unit in Brest, he or she would only be allowed to build in Paris, no matter how many builds France was entitled to on that turn. If the French player vacated Brest and regained control of Marseilles, he or she would be allowed to build there after another Fall turn (provided he or she was still entitled to build on that turn).

WRITING RETREATS

If two or more units must retreat, the retreat locations are immediately (and without discussion) written down by the players concerned. The written retreats are then simultaneously revealed. Retreats cant be convoyed or supported. Each player should write down the location of the dislodged unit and the location to which its retreating.

DISBANDMENT

If two or more units are ordered to retreat to the same province, they all must be disbanded. If a player fails to order a retreat when necessary, the unit is disbanded. A unit can always voluntarily disband instead of retreating.
5. GAINING AND LOSING UNITS PHASE (AFTER FALL TURN)
CONTROLLING SUPPLY CENTERS
After each Fall turn, players check to see how many supply centers they control. A country controls a supply center when one of its units occupies that supply-center province after a Fall turn has been played and completed.

ADDITIONAL BUILDING RULES
Only an Army unit can be built on an inland province supply center. When building a unit on a coastal province supply center, a Fleet or Army must be specified in the written build order. If Russia builds a Fleet in St. Petersburg, the Russian player must also specify North Coast or South Coast. If your countrys home supply centers are all occupied by your own (or other players) units, then you cant build during the current Fall turn. Remember to leave some home supply centers open if you intend to build new units in the Fall. If your country has lost all of its home supply centers, you can still fight with the units (supplied by other centers) remaining under your control. In this case, you cant build new units until you recapture a home supply center and control it at the close of a Fall turn. A country can decline to build a unit that its entitled to for whatever reason (usually a diplomatic one).
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.

TIME MANAGEMENT

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.

CIVIL DISORDER

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

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

Neutrals

Albania Belgium Bulgaria Denmark Greece Holland Norway North Africa Portugal Rumania Serbia Spain Sweden Tunis Alb Bel Bul Den Gre Hol Nwy NAf Por Rum Ser Spa Swe Tun

France

Brest Burgundy Gascony Marseilles Paris Picardy Bre Bur Gas Mar Par Pic

Bodies of Water

Adriatic Sea Aegean Sea Baltic Sea Barents Sea Black Sea Eastern Mediterranean English Channel Gulf of Bothnia Gulf of Lyon Helgoland Bight Ionian Sea Irish Sea Mid-Atlantic Ocean North Atlantic Ocean North Sea Norwegian Sea Skagerrak Tyrrhenian Sea Western Mediterranean Adr Aeg Bal Bar Bla Eas Eng Bot GoL Hel Ion Iri Mid NAt Nth Nrg Ska Tyn Wes

Germany

Berlin Kiel Munich Prussia Ruhr Silesia Ber Kie Mun Pru Ruh Sil
Apulia Naples Piedmont Rome Tuscany Venice Apu Nap Pie Rom Tus Ven

Russia

Finland Livonia Moscow Sevastopol St. Petersburg Ukraine Warsaw Fin Lvn Mos Sev StP Ukr War

 

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