Diplomacy box art
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Diplomacy

Seven great powers, no dice and no luck: only alliances, written orders and betrayal.

Rating
⭐ 7.0
Players
👥 2–7
Time
⏱ 6 hours
Year
📅 1959
Age
👶 12+
Complexity
🟡 medium
Strategy⭐ Classic
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About Diplomacy

Diplomacy is Allan B. Calhamer's classic game of negotiation, set in Europe before the First World War. Seven players each command a great power, and there are no dice or cards: every move succeeds or fails on numbers and support from other players. Each turn begins with private talks, then everyone writes secret orders that are revealed and resolved together. It is long, intense and famous for ending friendships, and nothing else captures the feeling of a promise being broken quite like it.

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Is Diplomacy Right for You?

Best for

Diplomacy is for a group of seven who are happy to set aside a whole day, talk endlessly and forgive each other afterwards. It is at its best with exactly seven players, which is what the map is designed for. It is also played online over days or weeks, which can be easier than gathering seven people for six hours.

Maybe skip it if…

Players who dislike conflict or take betrayal personally should not play. It can drag for anyone knocked out early, and it is not suited to casual groups.

How to Play Diplomacy

Setup

Each player takes one of the seven great powers and places its starting armies and fleets on the map.

On Your Turn

  1. Negotiate: players talk freely and privately, making deals they are not bound to keep.
  2. Everyone writes secret orders for every unit: hold, move, support another unit, or a fleet convoy.
  3. Reveal all orders at once and resolve them; a move succeeds only if it has more support than any opposition.
  4. After each autumn turn, adjust units so each power has one unit per supply centre it controls.

How to Win

The first power to control 18 of the 34 supply centres wins. Players can also agree to end the game as a shared draw.

💡 Strategy Tips

Keep talking to everyone, including your enemies. The player nobody is negotiating with is usually the next one carved up.

Common Mistakes to Avoid

  • Trusting everyone. Alliances are not binding, and the game rewards those who break them at the right moment.
  • Neglecting supply centres. Without them, you cannot build new units.
  • Forgetting support. A move without support is easy to block.
  • Talking to only one or two players. You need to be part of every conversation.

Advanced Strategy

  • Make deals that benefit both sides. A good alliance is stronger than a broken one.
  • Be honest when you can. A reputation for keeping your word is valuable.
  • Watch who is growing fastest. Stopping the leader often requires cooperation.
  • Use convoys and supports creatively. The best moves often involve several units working together.

Variants & House Rules

Fewer than seven players

The rulebook suggests ways to play with smaller groups, with some powers left out of the game.

Online play

Diplomacy is widely played online, often over days or weeks, which removes the six-hour sitting.

Gunboat Diplomacy

A popular variant played without any negotiation, where orders alone have to signal your intentions.

Video Guides

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Our Verdict

Diplomacy is a landmark of game design: no dice, no luck, just people and promises. It is long, demanding and can be harsh, and it is not for every group. But for seven players who want an unforgettable day of negotiation, nothing else compares. We recommend trying it online first if you cannot gather seven for a full day.

Frequently Asked Questions

How long does a game take?

Around six hours, often longer. Many groups agree a time limit and end with a draw.

How many players is it best with?

Exactly seven. It works with fewer, but the map is balanced for seven powers.

Is there any luck in it?

None. Every result depends on orders, support and the deals players make.

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