Articles

The following list will increase in time however as said before I hope you find them of interest & it helps you.


Coasts often pose problems with players & in some cases with GMs. The three in question are Bulgaria, Spain, and St Petersburg. If you’re thinking, ‘Where is the problem about coasts?’ It’s based on a few things. Whether its current location can support another fleet to a coast & if it can support a fleet, which is currently, docked in that province. In addition, the answers too, can a fleet in one coast support to another province?


Communication is the important factor of the game. In fact, communication is a must! I have seen some players not write to others & I still don’t see why! Whether you are playing F-F or any form of speaking to them, e.g. PBEM, this improves your changes of winning. It the game isn't going in your favour, communication to others, will possible give you a change of survival.


Convoy is an order that many, if not most, need to conquer Europe. Consider England’s position; without a convoy their armies would be stuck & they would be wandering throughout Britain & conquering Europe couldn’t happen. The convoy in itself is fairly easy but many new comers to the game find it tricky to beat a convoy from an opponent.


As we know the Internet is worldwide & whilst I’ve been playing via them I’ve met a good number of players who aren’t British. Sadly I’m no good as speaking in any other language than English & I’m glad they were able to write in English. Thinking that it might be a good idea I’ve looked into various sites & have written tables that show the different languages.


Diplomacy Dictionary is as its name says a dictionary of Diplomacy words. To either a Newbie or an experienced player, certain words are said to them & sometimes the word means nothing. The directory will increase, as does any dictionary; however I hope the word you’re looking for is currently shown.


Early Encounters is a list of the countries, their possible friends/foes & the opening moves often used by a good number of players. One aspect that a lot of people miss is, openings to middle to end. I can’t say where openings stop & middle starts. I think the old saying sums it up, how long is the rope.


Martyn Webster & myself were chatting (well, e-mailing as he lives 'Down Under') about End Game Statements (EGS). We both know that many players don't fully understand what an EGS is for & therefore don't write them. The article explains in depth about EGS & is worth reading. To those who do understand EGS, the article is still worth reading.


Recently I had a number of links to Gunboat Articles on this page however due to the number I felt it was better to shift them into their own area. Obviously click on the underlined words to get to it. If your not sure about Gunboat it's a variant played with the same rules but the names' of players aren't shown until it ends, which means no normal negotiation.


NMR & anarchy is not a pleasant area of Diplomacy. NMR is an abbreviation for No Moves Received from a player & if the same thing happens in two back-to-back moves, they go into anarchy. It’s also true that many sites ban the player for playing again unless there was a very good reason. This article will outline certain points, which you may agree with & therefore stopping you anarchising your country.


Retreats, disbands & builds are required to be sent with orders whilst playing on a number of Web Sites. Obviously you don't get retreats, etc, in Spring 1901. It may be tricky but it does speed the game & also in F-F games, you’re not allowed to speak to other player until this season has finished. After a while, you’ll get used to it & you too may enjoy it.


It wouldn’t surprise me that if you’ve just started playing you know a bit about support & breaking supports however not a great deal. It’s worth saying that players who have played a handful of games aren’t always fully aware of it. Regardless of with one you are this will try to explain it in more depth.


I’ve heard many players think that only seven can play however that's not right. The alternatives are between two to six players. I’ve listed the country allocation & also the different season as some don't start at 1901. I, like many players, have found it easier to learn more about the rules by playing with one or two others.


Due to the number of players involved with Diplomacy some have designed Variants just to add a bit more to the game. Those listed within will outline certain changes to normal Diplomacy. Even though there is a link to Gunboat a link above does the same thing. If you're wondering, 'why has Gunboat got a seperate area?' it's due to me regularly playing or GMing those & there are a few articles in it.


For those wishing to play a game on the Internet, you’ll have to register on the Waiting List, for those sites. By registering, you’ll be asked certain questions so this article will give you an idea about those questions. It’s true that each site has slightly different questions however by reading this, you’ll probably understand.


I’ve got a funny feeling that some of you are thinking, ‘surely lying & Diplomacy are just pack & parcel of the game so what’s the problem?’ Due to my experience of the game it doesn’t really affect me but in others it does, so the article is, why lie? If you’re still unsure then perhaps this will make you think twice.


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