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Diplomacy (New Edition)

by Avalon Hill
3.0 out of 5 stars  See all reviews (2 customer reviews)
Price: 29.41
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  • The Classic Game of Intrigue, Trust, and Treachery!
  • Ages 12 years and up
  • 2-7 players
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Frequently Bought Together

Diplomacy (New Edition) + Risk Board Game + Jumbo - Stratego Original
Price For All Three: 62.39

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Product Information

Technical Details
Item Weight1.2 Kg
Product Dimensions5.1 x 26.7 x 26.7 cm
Manufacturer recommended age:1 month and up
Item model number221930000AVH
Main Language(s)English, English translation
Assembly RequiredNo
Batteries Required?No
Batteries Included?No
Additional Information
Best Sellers Rank 64,811 in Toys & Games (See top 100)
Shipping Weight1.7 Kg
Delivery Destinations:Visit the Delivery Destinations Help page to see where this item can be delivered.
Date First Available1 April 2008

Product Description

Manufacturer's Description

At the turn of the 20th century, the seven Great European Powers engage in an intricate struggle for supremacy. Military forces invade and withdraw, shifting borders and altering empires with subtle maneuvers and daring gambits.

Form alliances and unhatch your traitorous plots as you negotiate and outwit—in a delicate balance of cooperation and competition—to gain dominance of the continent! In Diplomacy, your success hinges not on the luck of the dice, but your cunning and cleverness.

Product Description

At the turn of the 20th century, prior to World War I, the seven Great European Powers engage in an intricate struggle for supremacy. Military forces invade and withdraw, shifting borders and altering empires with subtle maneuvers and daring gambits. Alliances are formed and trust is betrayed as players negotiate and outwit one another in a delicate balance of cooperation and competition to gain dominance of the continent. Diplomacy challenges players to rely on their own cunning and cleverness, not dice, to determine the outcome of this game of conspiracies and conquest. New artistic treatment to game components. First time back in print since 1999. Social interaction, interpersonal skills and negotiation make up an essential part of the game play. Classic negotiating game in existence since 1959. Game board measures 30"L x 20"W. Includes 315 army, navy and national control markers, 20 count strategy map pad and 24-page rulebook. Compact box, bookshelf ready.

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Customer Reviews

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Most Helpful Customer Reviews
2 of 2 people found the following review helpful
5.0 out of 5 stars Risk without the indeterminacy 8 July 2013
By Adam
Verified Purchase
Durability: 5.0 out of 5 stars    Educational: 5.0 out of 5 stars    Fun: 4.0 out of 5 stars   
Great game. Awesome aspects regarding negotiations, alliances and back stabs as well as spying. It is similar to Risk except your armies destinies are your hands as instead of using dice your use support from other armies.
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3 of 40 people found the following review helpful
1.0 out of 5 stars Dont waste your money - its rubbish 24 Jan 2013
By Jojo67
Verified Purchase
I was bought this for Christmas by my wife. I was totally disappointed as all it was was a box full of cardboard. Also if you dont have all 7 players this wont work too well as you have to interact with each other.
I expected more
Will be selling this on ebay as an unwanted gift.
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Most Helpful Customer Reviews on Amazon.com (beta)
Amazon.com: 4.5 out of 5 stars  64 reviews
98 of 104 people found the following review helpful
5.0 out of 5 stars Perhaps the best game ever invented, but it's not for the novice gamer 2 Feb 2009
By ARH - Published on Amazon.com
Durability: 5.0 out of 5 stars    Educational: 5.0 out of 5 stars    Fun: 5.0 out of 5 stars   
This is perhaps the best game ever invented. Well, that is, if you are interested in history, geography intruige, human nature, diplomacy, and you have plenty of friends that like games and they all have a whole day to play the game.

Here's the basic premis:

The game is set at the outset of WWI. There are seven major European powers (Great Britain, France, Germany, Austria-Hungary, Italy, Russia, and Turkey) involved in the conflict, and each country is respresented by a player. The game flows more smoothly if you happen to have an eighth player that is willing to serve as game-master. The game-master keeps time, helps interpret rules, helps keep the game moving along, and keeps things straight and in order.

The goal of the game is to acquire control of as many "supply centers" as possible. As a player's country conquers supply centers they are able to add armies and navies to their military might.

Game play involves the following events:

1) Diplomacy - usually a 20-30 minute period where players meet privately with one another to try to make deals of mutual support, alliances, break alliances, etc.

2) Order-writing - when each player writes orders for every one of their armies and navies.

3) Resolution of orders - when all orders are made known, and all conflicts are resolved.

4) Addition or loss of armies and/or navies as mandated by the outcome of conflicts from the previous turn.

The game opens in 1914, and there are two turns per year (spring and fall). A game ends with the fall move of 1918. At that point all players still in the game count up their "supply centers" and the player with the most wins.

What you should know.

1) There are no cards, dice,or other elements of chance in this game, other than the BIGGEST element of chance there is - human nature! You never know when someone will live up to their agreements, support you when you need it, or makenew alliances and stab you in the back. It's pretty brutal - like real life.

2) The game can be played with as few as two players, though it plays best with the complete seven-player game.

3) It takes hours and hours to play this game. A full game may take as long as 8 hours to play.

4) Not all "board game players" will be interested in this game, mostly because of it's length, so you need either a gaming group/club or a large group of gaming friends to find enough players to try this game.

Anyway, I have been playing games, including Avalon Hill bookcase games, and more recent games like The Settlers of Catan and expansions, Agricola ZMG 7026, etc. And I still find this game to be top-notch, even after more than 30 years...now if only I could find six more people who would be willing to play (and a full day for game play!)

Even with those challenges, this game remains a 5-star event.
13 of 13 people found the following review helpful
5.0 out of 5 stars A long, but brilliant game 17 Jun 2009
By Gordon Witt - Published on Amazon.com
Durability: 5.0 out of 5 stars    Educational: 5.0 out of 5 stars    Fun: 5.0 out of 5 stars   
If you are looking for a game that you can play with a group of friends and be finished in a couple of hours with everyone happy and content, this is definitely not for you. This game, played properly, requires many hours of thinking and, as the name suggests, diplomacy. There is absolutely no chance involved in the game, the game is all about strategy and forming alliances with other players, and then when they least expect it, stabbing them in the back. If you liked the "survivor" television program, or ones like it, you will love this game. I hated the "survivor" series, but I still love this game.

Just a word of warning. Be careful who you play this game with. If they are easily offended and cannot grasp the fact that part of this game entails the necessity to stab another player in the back eventually to win, there could be some definite post-game consequences. All in all, a great game that really exercises the mental faculties and hones negotiation tactics.
31 of 36 people found the following review helpful
4.0 out of 5 stars Excellent, but not for everyone 1 April 2008
By Ralph M. - Published on Amazon.com
Verified Purchase
Durability: 4.0 out of 5 stars    Educational: 4.0 out of 5 stars    Fun: 4.0 out of 5 stars   
A new version of Diplomacy is long overdue, with the 1999 release often going for as much as $[...] on Ebay.

Rather than metal or plastic playing pieces, this new version of Diplomacy includes glossy cardboard tokens. Though plastic or metal pieces would have been nice, the cardboard tokens are durable and functional, and probably help keep the price of the game low. The game also includes a big note pad of maps that can be torn off and drawn on. You'll need to purchase seven pencils and seven small notebooks for writing down orders.

This game is very fun to play, but unlike Risk or even Axis & Allies, its complicated nature makes play become tedious very quickly for those who aren't used to plying strategy games. Long story short, this is a great game to play with your gamer friends, but less nerdy friends, even those who like Risk, may not enjoy playing.

It can be difficult to gather the full seven players needed, but luckily, the game can be played with a smaller number (as few as 2, according to the instructions).

All in all, if you like strategy games and history and have enough people to play with, this game would certainly be a wise purchase.
21 of 25 people found the following review helpful
5.0 out of 5 stars The most fun that you will have with a piece of cardboard 23 April 2008
By CaptainPlanet52 - Published on Amazon.com
Durability: 5.0 out of 5 stars    Educational: 5.0 out of 5 stars    Fun: 5.0 out of 5 stars   
What can I say about Diplomacy. I started playing just a week ago and I'm already addicted to it. This game is truly a masterpiece because its not really the game that gives you the most fun, its the interaction with all of the other players. You can make secret alliances, team up to take down the powerful player, or betray your ally and take his country for a prize. A game can go on for months, you can email moves to each other, or meet up with the players a couple of times a week to issue commands to your fleets and armies and talk to the other players. This game can be played with 2 people, but you won't have the experience unless you play in a seven player mode. Overall, if you like to socialize and have a blast stabbing your friends in the back, buy this game!
13 of 15 people found the following review helpful
5.0 out of 5 stars Don't Play This Game With People You Don't Like! (And other tips for a great game) 25 Mar 2012
By kaduzy - Published on Amazon.com
Durability: 4.0 out of 5 stars    Educational: 5.0 out of 5 stars    Fun: 5.0 out of 5 stars   
This game is infamous amongst my friends for the nicknames it created. I won't tell you mine, but suffice it to say that I wasn't popular with Germany or Italy when I played as France! You CANNOT win this game alone. You have to make deals with people -- and unfortunately, you also have to break them. Make sure you play with people you like a lot, and be sure that they really like you too, or it all may wind up with none of you ever speaking to each other, ever again!

I'm serious. This game can ruin relationships if you're not careful.

It's time-consuming, so I recommend timing each "turn" and limiting the amount of time each round that people are allowed to talk and make deals. The first round should allow no less than thirty minutes, and possibly up to forty-five or an hour, to make sure that each country gets to talk to every country leader/player that it needs to, and weigh the deals that are offered. After that, ten to fifteen minutes should suffice.

The game is set up so that no one can invade their neighbor on the first turn, so you'll need to build crucial allies the first time around in order to defend yourself against invasions in the second turn, and make well-coordinated strikes against your opponents.

TRUST NO ONE! This game CANNOT BE WON unless *SOMEONE* is stabbed in the back. Sad, but true. The people who are your allies in the beginning will likely be your enemies after a few short years/turns.

Enough reviews give the specifics of game play, so all I'll offer are some TIPS. You'll find that they sometimes contradict each other. That's because the best strategy for winning means doing what ISN'T expected, and because the country you choose is crucial in determining what course of action you should take for the win.

*Don't rush to attack anyone right away. You need to focus on securing extra supply centers so you can build and strengthen your forces and THEN attack.

*Work on your naval placements, especially if you're playing France or Russia or Germany. You'll be tempted to work your way inland with these nations, and build armies at the expense of sacrificing naval units, but you'll leave yourself vulnerable if you do -- especially from the U.K.

*Try not to play as the U.K. unless you really, REALLY trust the other people. You can't win as the U.K. without some powerful allies in the beginning. If you get stuck with this country, try forging early pacts with nations that can't hurt you right away, like Russia, so that they won't attack you when you start to become a threat, and will help support you against your early enemies.

*The people playing France and Russia should team up with one another against the U.K., cut off its naval channels, and wipe it out immediately, while everyone else on the continent fights it out for inland territory. Divide the north seas between yourselves. Get Germany to help in exchange for a piece of the action. In the normal course of a good strategic game, the U.K. should be the first nation to go, because taking it out is child's play.

*Once Russia and France have obliterated the U.K., they should remain a team long enough to take out Germany.

*If you're playing as Italy, attack France first. Get Germany and the U.K. to help you.

*If you're playing as France, defend like hell from the U.K. and Germany, and attack Italy as quickly as you can, or it will come after you later. Get support from Germany. DON'T FORGET YOUR NAVY. You'll need it later, if you survive.

*If you're playing as Russia, take over the small countries in the East instead of attacking right away. You already have an advantage starting with four pieces, so BUILD and fortify yourself while your Western neighbors start the skirmishes early. Get Denmark and Norway before the U.K. can.

*Lie, lie, lie. Lie to anyone, at any time. Break deals when it's best for you, but not unless you can back yourself up, or people will turn against you too quickly and form teams to take you down. Don't break any deal early on, or everyone will know from the start not to trust you. Build their trust, THEN break it, when you can pounce. The best way to do this is to set up your opponent for an invasion of a third party, tell them you'll support their moves, and then move in behind their back when you KNOW they'll be unsupported. Wipe them out, then have a fresh place to bargain from even though no one else will trust you.

*Don't take anything at face value. Anything your opponents tell you could be a lie. They're out for themselves, and EVERYONE has a secret deal going. Trust no one, and don't leave your vulnerable lands unprotected.

*Don't buy this game unless you have a lot of friends, because you won't be able to play with the same people twice if you take my advice.

That's Diplomacy, folks. It IS possible to win with integrity, but it's not half as much fun! And for those of you who haven't already guessed it, I'll 'fess up to my eternal Diplomacy nickname: Evil Back-Stabbing [rhymes with "witch"]. :-D ;-) And uh, none of my friends will play with me anymore, so if you do find a copy and need some extra players, feel free to drop me a line! :-}
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