Diplomacy: Difference between revisions

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== Gameplay ==
== 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 2 armies and 1 fleet except for Britain, who starts with 2 fleets and 1 army, and Russia, who starts with 2 of each, so you will still need to ask for help in your aggressive manoeuvres, which means ''asstards like James'' will help you out ''[[Just As Planned|until it turns out he likes it up the ass from France so he stabs you in the back.]]''
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 2 armies and 1 fleet except for Britain, who starts with 2 fleets and 1 army, and Russia, who starts with 2 of each, so you will still need to ask for help in your aggressive manoeuvres, which means ''asstards like James'' will help you out ''[[Just As Planned|until it turns out he likes it up the ass from France so he stabs you in the back.]]''
== Trivia ==
* One published version of the game actually used  cannons and battleships from [[Monopoly]], which is probably the best fate those little tin figures could have hoped for.


== Gallery ==
== Gallery ==

Revision as of 11:49, 26 May 2014

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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, Great Britain, France, Germany, Italy, Austria-Hungary and the Ottoman Empire) 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 2 armies and 1 fleet except for Britain, who starts with 2 fleets and 1 army, and Russia, who starts with 2 of each, 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.

Trivia

  • One published version of the game actually used cannons and battleships from Monopoly, which is probably the best fate those little tin figures could have hoped for.

Gallery