You may have idly noticed that Diplomacy thread that rose to the surface of this board every few days, and then sank to the bottom again. What you were seeing, if you never clicked on it until now, was an ongoing game of Diplomacy.
The map:
[http://imageshack.us]
The official rules are here [http://www.wizards.com/avalonhill/rules/diplomacy.pdf]. From memory it's twenty something small pages, and quite an easy read until you get to the Support and Convoy rules. These are the only rules that you should know in detail - all others are so simple you can scan the first ten pages without any trouble.
We want six players. One (Zemalac) has already registered his interest so is an auto-include.
All those interested should know that the last game took seven months and thirteen days. While it's understandable that some people may need to leave for unforeseeable reasons (don't stay out of guilt) we'd prefer to keep dropping out to a minimum - it plays hell with longstanding negotiations and agreements. While only a few players reach the end, all those signing up should be reasonably certain they can.
All players can play a very boring game of War; but we really want seven players playing Diplomacy. This means each player should be able to write and receive PMs a few times within 3-6 days. Players negotiate constantly and if you don't think you can reliably get on at least 2-3 times within that time period you should reconsider joining.
Order deadlines will be set for every 3-6 days depending on circumstances (probably on the further end of that scale, just to be fair). I can be flexible if you have excuses, forget once or twice, or are having very complex negotiations, but if I'm forced to wait for one player for (say) over a week turn after turn I will begin setting hard deadlines for that player. No one is expected to have no life beyond the computer but if you and your PC are very occasional lovers then please don't sign up.
Sometime in the first few months I'll be leaving for 28 days. This will slow down the game but it will not stop it. Zemalac and I have an arrangement whereby he can take your orders without cheating (at least, not without being caught once I get back). He will PM me his final and unchangeable orders and only THEN will post on this thread saying he will accept orders now. When I'm back I'll compare the timestamps on these PMs and posts to see that he did indeed send me his final orders before reading anyone else's.
Negotiate either privately by PM or, if you're crazy, bold or very, very devious, publicly on this thread.
Your nation will be decided by me, some slips of paper, and a hat.
That's everything. Now please, sign up!
Players and Countries:
Zemalac = England
shotbyamonk = Turkey
Armitage Shanks = Italy
BoVinE = Russia
Dastardos = France
Khedive Rex = Austria-Hungary
dekkarax = Germany
Diplomacy is a board game in which seven players each take control of one of the major powers of the Great War (Austria-Hungary, England, France, Germany, Italy, Russia and Turkey). In the course of the game they wage a war like but unlike World War 1. Stalemates and battle lines are common, even inevitable, if you try to fight the conventional war that actually occurred. In fact, two forces of equal power will more often than not find themselves making few or no gains turn after turn.
But Diplomacy has that name for a reason. No one player is strong enough to defeat the world, or even his next-door neighbour - but two players can beat one, three can beat two. Unburdened with the set alliances of WW1, players are much freer to form and reform alliances as they choose.
But this game isn't called Alliance for a reason too. He who plays only within his own team is bound to be betrayed, robbed of his lunch money and left lying in the gutter as his erstwhile friend romps to victory. All players should keep talking, planning, plotting and scheming at all times - even with their most bitter enemy. In the last game I brokered a total of two peace agreements (complete with clauses), resolved three territory disputes, formed five alliances, betrayed three, offered military and economic aid to four players, and created a DMZ - and that's just what I remember. Non-aggression pacts, short-term alliances, territory arbitration, coordinated betrayals, coordinated faked betrayals - all of these and more should be considered and suggested when circumstances dictate. This game becomes a rather sub-par - and very boring - war game when players won't talk. When they do, it becomes the most exciting game of bluff, double bluff, counter bluff and bluff calling ever made.
But Diplomacy has that name for a reason. No one player is strong enough to defeat the world, or even his next-door neighbour - but two players can beat one, three can beat two. Unburdened with the set alliances of WW1, players are much freer to form and reform alliances as they choose.
But this game isn't called Alliance for a reason too. He who plays only within his own team is bound to be betrayed, robbed of his lunch money and left lying in the gutter as his erstwhile friend romps to victory. All players should keep talking, planning, plotting and scheming at all times - even with their most bitter enemy. In the last game I brokered a total of two peace agreements (complete with clauses), resolved three territory disputes, formed five alliances, betrayed three, offered military and economic aid to four players, and created a DMZ - and that's just what I remember. Non-aggression pacts, short-term alliances, territory arbitration, coordinated betrayals, coordinated faked betrayals - all of these and more should be considered and suggested when circumstances dictate. This game becomes a rather sub-par - and very boring - war game when players won't talk. When they do, it becomes the most exciting game of bluff, double bluff, counter bluff and bluff calling ever made.
The map:

We want six players. One (Zemalac) has already registered his interest so is an auto-include.
All those interested should know that the last game took seven months and thirteen days. While it's understandable that some people may need to leave for unforeseeable reasons (don't stay out of guilt) we'd prefer to keep dropping out to a minimum - it plays hell with longstanding negotiations and agreements. While only a few players reach the end, all those signing up should be reasonably certain they can.
All players can play a very boring game of War; but we really want seven players playing Diplomacy. This means each player should be able to write and receive PMs a few times within 3-6 days. Players negotiate constantly and if you don't think you can reliably get on at least 2-3 times within that time period you should reconsider joining.
Order deadlines will be set for every 3-6 days depending on circumstances (probably on the further end of that scale, just to be fair). I can be flexible if you have excuses, forget once or twice, or are having very complex negotiations, but if I'm forced to wait for one player for (say) over a week turn after turn I will begin setting hard deadlines for that player. No one is expected to have no life beyond the computer but if you and your PC are very occasional lovers then please don't sign up.
Sometime in the first few months I'll be leaving for 28 days. This will slow down the game but it will not stop it. Zemalac and I have an arrangement whereby he can take your orders without cheating (at least, not without being caught once I get back). He will PM me his final and unchangeable orders and only THEN will post on this thread saying he will accept orders now. When I'm back I'll compare the timestamps on these PMs and posts to see that he did indeed send me his final orders before reading anyone else's.
Negotiate either privately by PM or, if you're crazy, bold or very, very devious, publicly on this thread.
Your nation will be decided by me, some slips of paper, and a hat.
That's everything. Now please, sign up!
Players and Countries:
Zemalac = England
shotbyamonk = Turkey
Armitage Shanks = Italy
BoVinE = Russia
Dastardos = France
Khedive Rex = Austria-Hungary
dekkarax = Germany