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Welcome to Diplomacy

Welcome to Diplomacy. A game of war and allies. Your Mission. Each of you will be your own country trying to win the war. This is a game of negotiations, alliances, promises kept, and promises broken. . Pick a role.

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Welcome to Diplomacy

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  1. Welcome to Diplomacy A game of war and allies

  2. Your Mission • Each of you will be your own country trying to win the war. This is a game of negotiations, alliances, promises kept, and promises broken.

  3. Pick a role • There will be three games going on. At each game, there must be 7 people playing the seven main countries. Also, there will be people playing as officials to help keep the rules enforced. • The seven countries are: England, Germany, Russia, Turkey, Italy, France, and Austria-Hungary. • We will pick our roles now…

  4. Your Goal • The object of this game is to control 18 supply centers to be able to claim you are in control of Europe -OR- • Your group can come to an agreement to end the war which will allow all to share equally

  5. The Board • Boundaries- Thick black lines divide up countries and think black lines divide up areas within • Types of Provinces • Inland: Only army can be there • Costal: Army and navy can be there • Water: Only navy can be there • Supply Centers- Provinces with stars. There are 34 total on the board. Your goal is to control 18 of these.

  6. Army vs. Navy • Army- square piece (gun); 12 • Navy- rectangular piece (ship); 12 • Each piece has your color on it! • There are also flag markers to put on the board at the supply centers you control; 21 • Each of the army and navy pieces have the same strength! • Only one army or navy piece can be in a province at one time!

  7. Starting Out • Each country has 3 supply centers; Russia has 4 • 12 supply centers are not occupied

  8. How Rounds Work • Each round starts with time for negotiations. People meet in groups to make plans and strategies • Next, each person writes an order using our order sheets. • Orders are revealed at the same time and resolved. • Based on the orders, people retreat or disband.

  9. Rounds • Each round represents 6 months of time. • You start with the Spring round. • During fall rounds, you can win if you have 18 supply centers. • Let’s learn more about these rounds…

  10. Step 1: Diplomacy • Players will have 10 minutes to talk with other players from their game. • You may go anywhere in the room to make secret or public plans. • You may promise anything you wish but you do not have to do what you say. You have to guess who to trust! • Note: If you are caught talking to someone not from your game, you will lose a supply center. If you are caught again, you will have to sit out of the game.

  11. Step 2: Order Writing Phase • You have 5 minutes to write orders • An order tells your troops what to do. After the diplomatic step, you will all write orders. • If orders are not completely filled out correctly, they are “illegal” and their troops must stay in place. • You must include: • A date (on the board) • List of units and locations • Their order: Hold, Move, Support, Convoy

  12. Hold • Hold means that you want to try to keep that troop in place. • If you don’t give an order, it is assumed you are holding.

  13. Move • Moving is the idea that you are “attacking” an area • On your order sheet, you might write “Move to Paris” • You can only move to an area touching where you are • Army can only be on land (Inland or Costal) • Navy can only move to Costal or Water • You cannot jump across countries • You cannot go to Switzerland or un-named areas

  14. Tricky Parts about Moves • If two or move units try to move in, neither move as it is a standoff. • But if one of those units is supported, then they win. • If someone is already there during a standoff, they stay there.

  15. Tricky Parts about Moves • Traffic jams happen when one troop doesn’t move causing others to not move. • You cannot flip places with another unit without the use of a convoy. • Three or more units CAN rotate places during the turn as long as no one flips places.

  16. Support • This is how you help another troop. Because all troops have equal strength, you have to support them to make them stronger. • For example, if you send two troops to support, you have the strength of three troops. (The two sent and the one original)

  17. Support • There are several ways to do this but it is tricky! • Support can be on the offense to take over an area or to defend a territory. • Also, support can be given by someone else’s units and they cannot be refused!

  18. How to Support • Army and Navy can support each other. • To be able to support another unit, you must be willing to give up that unit’s turn and not move. • Also, you must be in an area touching where your supporting unit is trying to go. You must also be able to move into the area that you are supporting. • So, the army can’t support someone in the water because the army cannot go in the water.

  19. Cutting Support • You can cut off support by attacking the unit providing support. • The area you are in must be touching the area you are trying to attack. • Keep in mind that attacking is known as moving.

  20. Convoy • The Navy can convoy an Army unit across the water to another coastal province. • To do this, you must order your Navy to convoy and tell your Army where to move to. • One Navy unit can only convoy one Army unit at a time. • This order can fail if you Navy is forced to retreat or if the Army cannot move into the area they are trying to go to.

  21. Step 3: Order Resolution Phase • Read all orders out loud. Players must resolve all the conflicts using the rules and me if needed.

  22. Claiming Land • You can claim a supply center during the fall or spring turn. • Keep in mind, supply centers are the places with stars. • When you move into a supply center area, you place your flag marker there to claim it. • If you had an area but someone else takes over, you have to take your flag back. You lost it. • Your flag marker stays there until someone else takes over the area.

  23. Step 4: Retreat and Disbanding • Any unit that is defeated, must retreat. • Retreats are written down and may not be discussed. • You must retreat to to an empty area touching where you are that your unit can go to. This cannot be the area you are attacked from. • Army can still not go into the water.

  24. Step 4: Retreat and Disbanding • Sometimes, this might mean you go further into your enemies territory. • Also, you cannot go to an area that is empty because there are units having a standoff trying to get there. • Remember you just lost. You are not powerful!

  25. Disbanding… sad • If two or more units try to retreat to the same area they all have to disband. (Aka they are gone) • If you forget to retreat or chose not to, your unit is disbanded. • You may also chose to disband instead of retreat if you are a whimp. • Once again, no retreating to an area where there is a standoff. They want that land and you are weak. Hence retreating…

  26. Gaining and Losing Units • During only the fall turn, you count how many supply centers you have control over. • That is the maximum number of units you can have on the board. • If you have too many, you get to pick which ones you disband… Sad again

  27. Gaining and Losing Units • If you have more supply centers than units, you may add units but only on your original country’s supply centers if there is a space open. • Also, you have to have control over them because you can’t a unit together in enemy controlled area… duh

  28. Civil Disorder • If you are a quitter or jerk and decide to stop playing your country is in civil disorder. • It is assumed that your government has collapsed and fails at life. • All of your units are to hold until other people kick them out and cause their disbandment. • Pretty much, you have to sit there and watch your country be destroyed!

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