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Diplomacy Board Game

4.3 out of 5 stars 40 customer reviews

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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 30L x 20W.

Product Information

Product Dimensions 15.9 x 10.5 x 3.8 inches
Item Weight 0.3 ounces
Shipping Weight 4 pounds
Item model number HAS41307
Manufacturer recommended age 12 years and up
Best Sellers Rank #288,527 in Toys & Games (See Top 100 in Toys & Games)
#7,270 in Toys & Games > Games > Board Games
Customer Reviews
4.3 out of 5 stars 40 customer reviews

4.3 out of 5 stars

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Top Customer Reviews

By CDH on September 3, 2001
Easy enough for a young person to learn but complex enough to keep adults intrigued and challenged for years, Diplomacy is quite probably the very best strategy board game on the market. Unlike most other games of this type that, at best, provide limited encouragement for dealmaking and balancing of when to make and break truces, that process is at the very heart of Diplomacy.
Also, where other games involve heavy doses of chance (a legitimate choice, since combat always includes some degree of luck - good or bad, but ultimately unsatisfying at times), Diplomacy has no random elements except the players themselves. No dice, dials, or spinners, just the meta-game of players jockeying for advantage and balancing their immediate interests against the utility of breaking agreements for short or long-term gain.
This game is the cream of the crop in strategy gaming. Anyone who enjoys Risk (or games of that type), but finds it no longer challenges, will truly love this game.
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Diplomacy, without doubt, is simply the best board game ever made. ... any other game has nothing on diplomacy, it's incredible.
I first played it with some friends in school after a teacher introduced us to it, and within a couple of turns was completely hooked.
The game deal with world war I Europe, encompassing land and naval warfare, and the integration of both. The game is turn based and the map is divided up into territories, as well as major cities. More cities=more armies/navies, pretty simple concept.
Each player controls a particular country, and starts off with their armies/navies deployed as the rulebook says.
Unlike other board games, the game does not rely on dice rolling(some people have thought a better name for risk would be luck), so armies are evenly matched. In order for an army to invade another territory already occupied by an army, the invading arm must be supported by another army or navy in a territory adjacent to both.
So, players have to think strategically and diplomatically. This is a great group game(up to seven can play). Each turn, players submit a movement sheet, instructing each army what to do, everyone moves at the same time. So there is like a ten minute diplomacy session, where people talk to each other about what they're going to do, and how to help each other, trouble is, they can often lie.
The game is exceptionally good, it is also a good educational toy I'm not quite sure what durable means, the game is as physically durable as any other board game(so take care of it), as for play durability, I've been going for four years, and it just gets better.
This game is the monopoly of strategy games, every home should have a copy, buy it now.
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I got hooked on this game at my high school's strategy gaming club (yes, my school was big enough to have one) when I was 16, and I've been a devoted fan ever since. With a full complement of seven players, Diplomacy is simply unbeatable. There's no die-rolling; all units move at the same time, according to secretly written orders. If evenly matched forces collide-and they often do-they simply bounce off each other. Thus, to advance yourself, you have to get help from your neighbors . . . who, never forget, are also playing to win. Thick skin and good sportsmanship are necessary to deal with the inevitable treachery, but having to stay on your toes at all times is what makes Diplomacy so exciting. As for the educational aspect, it got me interested in the history leading up to World War I. :-)
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Ah, so good of you to join me. We'll have plenty of time to discuss the little issue my emissary was talking about at the embassy---it will take this train hours to get from Grenoble to the Summit in Geneva. Here, take this package, you can break the seal. I know your master has been conducting negotiations with the Emir, the Czar, his Royal Highness, and his Excellency the Kaiser, but I hope you'll listen carefully to what I have to say.

The subject is Diplomacy: true "Game of Life" and, with the exception of the ancient game of Chess, perhaps Earth's most perfect game. And as we both know, the play's the thing.

It is wicked. It is insidious. It is consumptively addictive. It is entirely possible that I owe much of my personality, my Machiavellianism, even my career---to this game that absolutely eschews Chance (no dice rolling here) in favor of the ancient human virtues: skullduggery, manipulation, persuasion, intimidation, betrayal, and outright lying.

"Diplomacy" is a game of the Great Powers, frozen at the end of the 19th century and the beginning of the 20th: it is classic great power politics, and the seven Great Powers of the Age---Great Britain, France, Germany, Italy, Imperial Russia, the Austrio-Hungarian Empire, and the Ottoman Empire (Turkey)---all vie against each other for control of the gameboard's 34 supply centers---the supply centers chiefly the great cities and industrial dynamos of Europe in 1900, such as Moscow, Vienna, Rome, London, Paris, and so forth.

The map is likewise confined to the world that dominated Earth's affairs in 1900, and like most of the tools of the Devil, it is deceptively innocent looking.
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