Diplomacy: Difference between revisions

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[[category:Board Games]]
[[category:Board Games]]
[[Image:diplomacy_map.png|thumb|right|Your hate will make you strong...]]
A wonderful/horrific board game that people mistake for [[Risk]], despite the absence of dice and cards.


A wonderful/horrific board game that bears a passing similarity to [[Risk]], but without the dice or cards. Developed by Alan B. Callahamer, the game takes place on the eve of WWI, and seven players assume the roles of the seven Great Powers as war breaks out over Europe.  Unlike most board games, turns are played simultaneously, with each player writing down his moves for the GM to read.  This can lead to lots of "fun" as promises are broken, and players turn on each other.
When elegan/tg/entlemen tell you this game destroys friendships, they are not exaggerating.
 
Developed by Alan B. Callahamer, the game takes place on the eve of WWI, and seven players assume the roles of the seven Great Powers (Russia, England, France, Germany, Italy, Austria-Hungary, Turkey) as war breaks out all over Europe.  Unlike most board games, turns are played simultaneously with each player writing down his moves for a judge to read.  This means you only find out if someone breaks a promise when it's too late... especially if they flank the same armies they promised to support like that one time when James was playing Italy and I helped him against Austria but when I needed him with me against France the motherfucker ''took my supply depot in Munich just before the winter and I will '''never trust that shitsucker again'''!!!''
 
== Gameplay ==
Military action is diceless, requiring simply that one side outnumbers the other side with defender winning ties.  This would result in constant stalemates, but forces can have orders to "support" other forces, increasing their strength.  Naval units can support forces on the coast, or convoy armies across the seas.  Everyone starts with the same # of units, so you will still need to ask for help in your aggressive manoeuvres, which means ''asstards like James'' will help you out ''until it turns out he likes it up the ass from France so he stabs you in the back.''
 
== Gallery ==
<gallery>
Image:Diplomacy_global.png|Xbox hueg map
</gallery>

Revision as of 22:02, 31 January 2012

Your hate will make you strong...

A wonderful/horrific board game that people mistake for Risk, despite the absence of dice and cards.

When elegan/tg/entlemen tell you this game destroys friendships, they are not exaggerating.

Developed by Alan B. Callahamer, the game takes place on the eve of WWI, and seven players assume the roles of the seven Great Powers (Russia, England, France, Germany, Italy, Austria-Hungary, Turkey) as war breaks out all over Europe. Unlike most board games, turns are played simultaneously with each player writing down his moves for a judge to read. This means you only find out if someone breaks a promise when it's too late... especially if they flank the same armies they promised to support like that one time when James was playing Italy and I helped him against Austria but when I needed him with me against France the motherfucker took my supply depot in Munich just before the winter and I will never trust that shitsucker again!!!

Gameplay

Military action is diceless, requiring simply that one side outnumbers the other side with defender winning ties. This would result in constant stalemates, but forces can have orders to "support" other forces, increasing their strength. Naval units can support forces on the coast, or convoy armies across the seas. Everyone starts with the same # of units, so you will still need to ask for help in your aggressive manoeuvres, which means asstards like James will help you out until it turns out he likes it up the ass from France so he stabs you in the back.

Gallery