This article is an overview of the Game of Diplomacy. My future articles will focus on specific strategies for all seven powers. But, for this article, I want to introduce you to the game. The mechanics of the game, the units, and objectives. In diplomacy you will play as either England, France, Germany, Italy, Ottaman Empire, Russian Empire, or Austria-Hungry. The game always begin in the spring of 1901. It is the dawn of the new century and you are the leader of one of the great European powers. In this game you will make alliances, lie, back-stab, and eventually cheat your way to victory. If you do not follow these steps you will most likely suffer an early defeat.

Every turn there is a ten minuite turn where the great powers will negotiate with each other to form treaties, alliances and identify targets. On the board there are a series of supply centers, each country has three supply centers except for Russia (4) there are neural supply zones across the map and each neutral supply zone you get will grant you a new unit (navy or land). During battle land and naval units are equal, but you have to support these units to make any gains. Every neutral supply center you seize will grant you more force.

There are two phases in diplomacy the first is the spring phase where you place armies, the fall phase lets you choose what armies you want, if you want to disband any units, and where you want to place them. If you lose a supply center in the spring you don't lose a unit, but if you don't take it back in the fall, you do lose a unit and have to write an order detailing which unit you want to disband. It is your choice to place armies, and trade units.

Diplomacy forces players to make alliances to make any gains. If you don't make an alliance your not going to do well. It is important to talk to every player on the board, but concentrate on the players close to you first. In the early phases you need to talk to your neighbors to decide who gets what, and where your units are going to go. After all the neutral supply centers have been seized then the mid-game begins. This phase begins the process of elimination. Nations will war, and there will be winners and losers. It's your job not to take to much, don't take the lead on anything or you will be a target, form alliances with your neighbors and distant powers, because if you survive long enough and expand far enough your going to have to work with the distant powers in the late game.

The late game begins when players have consilidated their armies, created fronts, and nations do not exist anymore. This phase usually has 3 to 4 players left, with varying strengths. One player might have over ten supply centers, one player might have as little as one. It's your job to have around 7, make alliances with the little powers, use them to your advantage. Convince them that if they don't side with you, then they are going to be gobbled up by the more aggressive (blood in the water) players. After you have consolidated your alliance, target the biggest player, take him down, then turn on your allies. You need 18 supply centers to win. You can go for the 18 or sign a treaty with your alliance members and end the game. IF your going to be playing with these people in the future it might be better to form a treaty so you can work with them again in the future.

I will be writing more articles in the future about the playstyles of France, Germany, Italy, England, Austria-Hungry, Ottoman Empire, and Russian Empire.