So you have your new game and the time comes to get some friends
together so that you can lie to them, stab them in the back and take
their centers. Or in Diplomacy speak: “Correct the misunderstanding of the agreed relationships between the countries and establish defendable and stable borders."
There are a few basic things that you may need to consider:
- How to set up the game structure to meet some simple social requirements
- How to learn the game quickly yourself
- How to be able to teach the game to your friends simply
SET UP: Timing
Diplomacy games have
been known to take a long time from a board gamer’s perspective. The
way to avoid the problem is to set a short time limit for your first
games. I have found that ten minutes to negotiate and two minutes to
write orders is the best to start with. You'll find new players cannot
talk about their positions for ten minutes while experienced players
can talk forever. Invest in a timer if you don't already have one in
the kitchen. You can get these for about ten dollars at any electronic
retail store.
SET UP: Less than seven
The true beauty of Diplomacy is experienced with seven players. However, that's not always possible. Fortunately, there's a simple game variant called Escalation,
which will allow you to play the game in a balanced manner with less
than seven. It's also the best way for two players to practice their
fundamental tactical skills with a strong emphasis on strategic
thinking.
The Chaos Italy Variant is also a lot of fun when you only have six players.
SET UP: Read the newbie first
Establish a
pattern that when you have new players that you always read their
orders first so that you can correct their orders in a positive social
setting without having a lot of information out there from prior orders
read that could affect their memory of the ‘intention’ of their poor
orders.
This is also one of the reasons that, when there are two new
players, I recommend they be placed in France and Turkey so as to have
as little cross affect as possible. Also, both countries are more
forgiving of poor tactical choices than any of the inner three powers
(Austria-Italy-Germany).
HOW TO LEARN QUICKLY
I've written a five minute teaching guide
that covers all the rules you need to get started. It's also a good
guide to hand out to new players when you teach them the game.
The most common errors people make are:
- Writing a support for a unit that's moving and failing to write WHERE it's going
Example:
Army Mareilles Support Paris
Army Paris -- Burgundy
You need to write where the unit is going because it could go to
different places as well as to make sure that you are not trying to
support the unit to defend (Not moving).
- Forgetting that you cannot cut support for an attack on yourself.
Example:
Army Spain -- Marseilles against Army Gascony -- Spain
Army Marseilles Support Gascony -- Spain
This rule applies even when there are extra supports on both sides so if you add "Army Piedmont Supports Spain -- Marseilles" on one side and "Army Burgundy Support Marseilles" on the other, the situation is still the same, Marseilles is not dislodged and Spain is.
- Forgetting
to write the convoy order correctly. They'll order Fleet North Sea to
convoy Army Edi to Norway but forget to write the order for the Army.
Or, they'll write "Army Edi to Norway" and forget to write the order for the Fleet or write something like "Fleet North Sea convoys" but not saying what unit it convoys.
- Geography/province
connections: you can go from Norway to St. Petersburg, you cannot go
from Spain to North Africa, you have to designate the coasts when
moving Fleets to Spain from Mid or Portugal as well as Bulgaria from
Constantinople.
All these points are covered in the teaching script and video downloads described in the next section.
HOW TO TEACH QUICKLY
The time will come
when you'll have to teach someone the rules to the game. This can be
quite a problem and a boring exercise for many people on both sides. It
also can be rather embarrassing at times when new people ask questions
out of the blue in the middle of your thinking and you are stunned a
little. The most important thing about teaching is to get the basics
through their mind and let the more subtle issues come later. People
have to start to play quickly or they lose interest or feel the game is
too complicated. The worst case is that you have the person thinking
that this is a game for rule lawyers. This game is really VERY SIMPLE.
In line with that, three approaches have been developed over the
decades ((really over 45 years of teaching Diplomacy, isn’t that
scary!)):
- The single sheet summary of the rules, Diplomacy_FiveMinGuide.pdf:
You should have this printed out and in your set so that you can hand
it to someone new as a reminder. If you are really clever go to the
copy machine and copy a conference map on the other side.
- The teaching script, Diplomacy_TeachingScript.pdf:
This is presented as a word for word script for you to use exactly as a
7-9 minute speech to teach! It covers all the most classic errors in
the course of a normal discussion of examples and has some humor tossed
in to keep people awake.
So there you have it, the five minute guide for your home
entertainment social group. As for getting started into the hobby
mainstream of Email games, Face-to-Face tournaments and world class
play, well, that's for another time and another article. Any
questions…there will be a test at your next house game.
Feel free to write to me at EdiBirsan@astound.net
Related Links
Diplomacy Product Information
Edi Birsan is considered the first Diplomacy world champion
for his win in 1971BC, the first championship invitational game. He has
won numerous championship games since then in North America and
worldwide and is universally considered one of the game's top players.
More importantly, he has striven tirelessly for over three decades to
promote Diplomacy play in all its forms, at all levels, all around the world.