Diplomacy (game)
A strategic board game of negotiation and betrayal.
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Diplomacy is a board game of strategy invented by Allan B. Calhamer in 1954 and first sold in the United States in 1959. What sets it apart from most war-themed board games are its lengthy negotiation rounds—where players make and break deals with each other—and the complete lack of dice or any other random elements. The game is set in Europe on the eve of the First World War. It is meant for seven players, though as few as two can play (with some controlling multiple nations). Each player commands the armies and navies of a major European power. The objective is to capture a majority of the map’s designated “supply centers,” which in turn let a player build more military units. After each round of talks, players submit orders for attacks and supports; these are resolved in a movement phase. A province is taken when the number of supporting orders for the attacker exceeds those for the defender.
Diplomacy was the first commercially published game to be played by mail, with only chess (a public-domain game) having a significant postal history before it. It also sparked the first commercial game hobby scene built around amateur fanzines; only science fiction, fantasy, and comics fandoms had produced fanzines earlier. In-person Diplomacy tournaments have been held since the 1970s, and play by email has been common since the late 1980s.
In the United States, Diplomacy has been published by Games Research, Avalon Hill, and Hasbro, whose Avalon Hill division currently holds the trademark. It has also been licensed to companies in other countries. The game is also played online, with moves adjudicated by a computer or a human gamemaster.
**History**
Calhamer got the idea for Diplomacy while studying 19th-century European history and political geography at Harvard. He was also inspired by the card game Hearts, where he noticed players gained an advantage by ganging up on the leader, and by chess, which gave him the idea of using a limited number of spaces and pieces. He sketched out the game in 1954 and refined it through playtesting until 1958, when the map and rules were finalized. After major publishers turned him down, Calhamer paid for a print run of 500 copies in 1959.
Quick Facts
- Designer
- Allan B. Calhamer
- Publisher
- Wizards of the Coast
- Genre
- Strategy game · Board game · Wargame
- Players
- 2–7
- Setup Time
- 5–10 minutes
- Playing Time
- 4–12 hours
- Random Chance
- None
- Skills
- Tactics · Strategy · Psychology · Negotiation
Facts from the source article.
Lore & Background
The idea for Diplomacy arose from Allan B. Calhamer's study at Harvard of nineteenth-century European history under Sidney B. Fay and from his study of political geography. Calhamer also drew inspiration from the card game of Hearts, in which he observed that players were at an advantage when they teamed up against the leader, and from the game of chess, which inspired him to use a limited number of spaces and pieces. The rough form of Diplomacy was created in 1954, and its details were developed through playtesting until the 1958 map and rules revisions. Calhamer paid for a 500-game print run of that version in 1959 after rejection by major companies.
Reader's Guide
Diplomacy holds a significant place in board game history as the first commercially published game to be played by mail (PBM), with only chess, which is in the public domain, seeing significant postal play earlier. It was also the first commercially published game to generate an active hobby scene with amateur fanzines; only science-fiction, fantasy and comics fandom saw fanzines earlier. The game's emphasis on negotiation and social interaction, combined with the absence of random elements, made it uniquely suited to postal and later email play. Competitive face-to-face tournaments have been held since the 1970s, and play by email has been widespread since the late 1980s. Diplomacy has been published by Games Research, Avalon Hill, Hasbro, and Wizards of the Coast in the US, and licensed to companies such as Parker Brothers, Waddingtons Games, Gibsons Games, and Asmodée Editions internationally. Its legacy includes influencing later strategy games and fostering a dedicated community of players and publishers.
Did You Know?
- The first copy of the first print run was sold by the Calhamer estate through auction in 2017.
- The game board reflects the political boundaries of Europe in 1914, just before the outbreak of the Great War.
From Harvard Lectures to a Self-Funded Print Run
Allan B. Calhamer conceived Diplomacy in 1954, drawing on his Harvard studies of nineteenth-century European history under professor Sidney B. Fay and his broader engagement with political geography. Two existing games shaped his thinking: the card game Hearts, where he noticed players gained advantage by ganging up against whoever led, and chess, whose limited board spaces and pieces inspired his own constrained map design. The rough prototype emerged that year, but Calhamer spent the next four years refining the map and rules through extensive playtesting, arriving at the 1958 version. When major publishers turned him down, he took a bold step and personally funded a print run of just five hundred copies, released commercially in the United States in 1959. That stubborn independence set the tone for the game's long publishing journey. The very first copy from that original run eventually found its way to auction in 2017, sold by the Calhamer estate, a small but telling artifact of how a single student's vision became a cornerstone of the modern board game world.
A Game Built on Words, Not Dice
Diplomacy strips away the randomness that defines most wargames. There are no dice rolls, no chance-based resolution tables; every outcome flows directly from the decisions players make and the agreements they forge. The heart of each turn is the negotiation phase, during which players spend considerable time proposing alliances, making promises, and—inevitably—betraying one another. After this social window closes, every player secretly writes down attack and support orders, and all moves are revealed and executed simultaneously rather than in sequential turns. This means no one gets to react to a rival's last action; everyone must commit blind. Victory hinges on controlling supply centers, which act as the game's economic engine: the number of centers a player holds caps how many armies and fleets they can field. Once the twelve neutral centers are typically seized in the opening moves, every further gain becomes a zero-sum contest, with one player's expansion directly funded by another's contraction.
Pioneering the Modern Hobby Scene
Diplomacy occupies a singular place in gaming history as the first commercially published game to be played by mail, a format known as PBM. Before it, only chess—being in the public domain—had seen meaningful postal play. Equally groundbreaking, it was the first commercially published game to spawn an active community of amateur fanzines, a phenomenon previously limited to science fiction, fantasy, and comics fandom. Competitive face-to-face tournaments have been organized since the 1970s, and by the late 1980s, play by electronic mail (PBEM) had become widespread, extending the game's reach far beyond any single physical table. The title has passed through several major publishers in the United States—Games Research, Avalon Hill, Hasbro's Avalon Hill division, and later Wizards of the Coast—while also being licensed to international companies such as Parker Brothers, Waddingtons Games, Gibsons Games, and Asmodée Editions. Today the name remains a registered trademark under Hasbro's Avalon Hill banner, and the game continues to be adjudicated online by either computer programs or human gamemasters.
A Map Frozen Between Two Wars
The board depicts Europe as it stood in 1901, yet the political boundaries largely mirror the 1914 landscape on the eve of the Great War. Bosnia already sits annexed to Austria-Hungary, and the Balkan provinces reflect the territorial reshuffling that followed the 1912 and 1913 wars. The map is divided into fifty-six land regions and nineteen sea regions, with forty-two of those land areas allocated among the seven Great Powers—Austria-Hungary, Great Britain, France, Germany, Italy, Russia, and Turkey—while fourteen remain neutral at the start. Thirty-four of the land regions contain supply centers, the game's vital economic nodes; twenty-two sit within the Great Powers and twelve in neutral territory. Starting unit counts vary slightly: Britain fields two fleets and one army, Russia gets two armies and two fleets (the only power beginning with four units), and all others start with two armies and one fleet. The map is not perfectly historically accurate—Montenegro is shown under Austro-Hungarian control, and North Africa and Tunis begin as neutral despite being part of the French colonial empire in 1914—but these choices serve the game's strategic balance.
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Frequently Asked Questions
What is Diplomacy?
Diplomacy is a turn-based strategy board game set in pre-World War I Europe, where players command one of seven great powers and use negotiation, alliance-building, and military maneuvering to seize control of the continent. It was designed by Allan B. Calhamer in 1954 and hit U.S. shelves in 1959.
How do you win in Diplomacy?
A player wins by occupying a majority of the 34 supply centers scattered across the European map. Because the game contains no dice or chance-based mechanics, victory depends entirely on your tactical positioning and the deals you strike or break with opponents.
What makes Diplomacy different from other war-themed board games?
The game has zero random elements, so every outcome is determined by player decisions and open negotiation. Its extended discussion phases—where players haggle over alliances, betrayals, and territorial swaps—set it apart from most conflict games that rely on luck or hidden information.
How many people can play Diplomacy?
The standard setup calls for seven players, each taking one of the great powers such as Britain, France, Germany, Austria-Hungary, Italy, Russia, or Turkey. However, the rules allow as few as two participants, with individuals controlling multiple nations to fill the board.
Why is Diplomacy considered a landmark in board game history?
It was the first commercially published board game designed to be played by postal mail, which spawned an entirely new hobby community. That community became the first in the medium to sustain a scene of amateur fanzines and organized play groups.
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