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Game Review by Neil Thomson |
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Publisher:
Avalon Hill (Hasbro)
Style: Strategic Board Game
Players: 4-7 (Best with 5-7)
Time: 2 - 6 hours
Ages: 12 to Adult
Difficulty: Moderate
Game Awards: Best Conflict Game 1996
- Games 100 +
Best Pre-20th Century Board Game 1995
- Origins Awards
Price: $90 - Buy
Now |
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| Game
Overview
Diplomacy is firmly entrenched
in the 'classic' gaming league as its vintage
dates back to 1976. This game has seen many
re-prints but its popularity is undying.
This serves as a testimony to its thoughtful
design and streamlined mechanics. Up to
7 players find themselves in control of
a colonial power prior to World War I. Europe
is a powder keg as each national border
is packed with troops that eyeball one another.
Each country starts in control of its homeland
territories and power is held through the
deployment of troops and naval units. This
is the first major difference from other
games in this genre - the focus is not on
the units and dice rolling. In fact there
are no dice at all in Diplomacy as the game
play revolves entirely around player interaction
in the form of negotiation. This is the
central theme of the game and its most endearing
feature. Each turn is given a time limit,
which is set to the player's liking and
this time is solely devoted to negotiation.
Players must scramble to engage each other
in secret talks regarding their troop and
naval movements with the aim being to establish
alliances, which can be used to create superior
forces when attacking opponents. Deals are
struck, alliances formed and broken and
treachery is always around the corner. To
aid players in recalling the details on
the map, the game comes with mini-maps of
Europe and its many territories. These can
be used to record troop placements and any
movement that is agreed to once alliances
are struck. As soon as time runs out for
the turn, all players must return to the
table. Using a set of guidelines, all troop
and naval movements are resolved and the
repercussions of all that wheeling and dealing
is revealed. If a player manages to expand
their empire and capture supply centres
they are granted additional units to press
home their advantage. Of course the reward
for such success is often counter-productive
as other nations band together to bring
them to their knees. Play continues until
1 power controls all of Europe!
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Final Word
Diplomacy is up in the same
league as Chess as it offers the bare minimum
of rules but they offer players a wealth
of options and opportunities. Player interaction
is what Diplomacy values most and this is
a feature that will always excite humans
as it offers us the greatest challenge.
Every turn requires players to lock horns,
make difficult decisions and second guess
the competition. Trust soon becomes a dirty
word but it is essential if player's hope
to progress to the later stages. Of course
trust the wrong person at the wrong time
and your empire will soon be a distant memory.
Whilst the rules are simple, they can be
intricate when resolving the movement phase
as all moves are conducted simultaneously.
Thankfully the rulebook offers many detailed
examples and a few plays will see them become
second nature. Diplomacy can take some time
to play to the finish but again the player's
can tailor the games length to their liking
by setting shorter turn limits.
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