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Finished: 12 PM Fri 04 Aug 17 UTC
Private Test game please ignore-2
1 day, 12 hours /phase
Pot: 35 D - Autumn, 1905, Finished
Classic, Unranked
1 excused missed turn
Game won by biddybam (484 D)
11 Jul 17 UTC Spring, 1901: So, who here has played before, and who hasn't?
11 Jul 17 UTC Spring, 1901: I haven't played before but I've wanted to for a while and as a result have read the rules more than once
11 Jul 17 UTC Spring, 1901: Cool, for everyone else, I've linked the rules before. I'll pin them in the slack channel
11 Jul 17 UTC Spring, 1901: The basic idea is, you want to capture "supply" points (marked with a circle on the map). The first person to capture 18 of them wins.
11 Jul 17 UTC Spring, 1901: You capture them by moving an army/fleet into one of them, and having that army end its turn in one in a Fall turn (turns alternative between spring and fall).
11 Jul 17 UTC Spring, 1901: Armies and fleets individually have a power of 1. To successfully move into any province, your army/fleet moving in must have more power than anyone else trying to move into that province. If the numbers are tied, both fail, and no one can move in
11 Jul 17 UTC Spring, 1901: Power can be increased by having an additional army "support" a troops movement. Armies/Fleets can only support movement into a province which they can also move into.
11 Jul 17 UTC Spring, 1901: For example, if France tried to move its Paris army into Bur, and Germany tried to move its Munich army also into Bur, both of them would cancle out, because both of them have a power of 1
11 Jul 17 UTC Spring, 1901: However, if France also used its Marseilles army to support Paris into Bur, then the Paris army would have a strength of 2, which is greater than one, which means it would be able to successfully move into Bur, while the German army would fail
11 Jul 17 UTC Spring, 1901: Anyway, thats the short description of the rules. In addition, you get more armies/fleets the more supply you own, and you can always support another player's movement if you want ;)
11 Jul 17 UTC Spring, 1901: If you want a more detailed description of the rules or clarification, let me know
11 Jul 17 UTC Spring, 1901: I haven't played before but I've wanted to for a while and as a result have read the rules more than once
11 Jul 17 UTC Spring, 1901: I think it double sent my last message
13 Jul 17 UTC Autumn, 1901: watch out Italy for Austria
13 Jul 17 UTC Autumn, 1901: totally didn't realize there was a messaging aspect last round.
13 Jul 17 UTC Autumn, 1901: that bit is important
13 Jul 17 UTC Autumn, 1901: yeah, the game is mostly about discussing with people about what your plans are and working together on some level (or tricking people)
13 Jul 17 UTC Autumn, 1901: The game just stalemates if no one works together
13 Jul 17 UTC Autumn, 1901: hey, what does via convoy mean?
13 Jul 17 UTC Autumn, 1901: Wait so how does one actually gain a supply point?
13 Jul 17 UTC Autumn, 1901: so, basically you can use fleets to move armies over water
13 Jul 17 UTC Autumn, 1901: Wait so how does one actually gain a supply point?
13 Jul 17 UTC Autumn, 1901: for convoy, you have to have a connected chain of fleets from point A to point B, and then you can convoy an army there. Its treated like a normal 1 strength move, and can be supported by valid units that could normally support a move into that province
13 Jul 17 UTC Autumn, 1901: so, the game rotates between Spring and Fall turns. If you have a unit in a supply center at the END of a FALL turn, you capture the supply
13 Jul 17 UTC Autumn, 1901: This is a fall turn, so, after all the units attempt to move at the end of this turn, any supply points they are in will be captured
13 Jul 17 UTC Autumn, 1901: for example, if the fleet in denmark stays in denmark this turn (hold), it will capture the supply there for Germany
13 Jul 17 UTC Autumn, 1901: remember this is just a fun test game for learning the mechanics :)
13 Jul 17 UTC Autumn, 1901: remember this is just a fun test game for learning the mechanics :)
13 Jul 17 UTC Autumn, 1901: Thanks!
14 Jul 17 UTC Autumn, 1901: How I know if I collected a point? I stayed in Edinburg and the point is not collected (?)
14 Jul 17 UTC Autumn, 1901: And why I don't have orders to submit?
14 Jul 17 UTC Spring, 1902: So, you start the game with three supply
14 Jul 17 UTC Spring, 1902: Basically the things that are colored your country's color are you own (you already owned Edinburgh)
14 Jul 17 UTC Spring, 1902: This last phase was a build phase, so only those that collected additional supply had valid orders to issue
14 Jul 17 UTC Spring, 1902: And why I don't have orders to submit?
14 Jul 17 UTC Spring, 1902: Sorry about that last message
14 Jul 17 UTC Spring, 1902: Thanks for the info! :D
14 Jul 17 UTC Spring, 1902: np bro
17 Jul 17 UTC Spring, 1902: Thanks for the info! :D
20 Jul 17 UTC Spring, 1903: rip anthony
21 Jul 17 UTC Spring, 1903: Does a sea count as territory?
21 Jul 17 UTC Autumn, 1903: Ok. just an fyi for those trying to convoy
21 Jul 17 UTC Autumn, 1903: to successfully convoy, EVERY fleet in the path has to issue the convoy order
21 Jul 17 UTC Autumn, 1903: trying to convoy Brest to Edi, for example, means that both English Channel AND North Sea would need to issue convoy orders
21 Jul 17 UTC Autumn, 1903: Same thing for Wales to Holland

Start Backward Open large map Forward End

Russia
biddybam (484 D)
Won. Bet: 5 D, won: 5 D
20 supply-centers, 16 units
France
BarBar (100 D)
Survived. Bet: 5 D
7 supply-centers, 6 units
England
Survived. Bet: 5 D
4 supply-centers, 5 units
Germany
Yelli (100 D)
Survived. Bet: 5 D
0 supply-centers, 1 units
Italy
_pH_ (100 D)
Resigned. Bet: 5 D
3 supply-centers, 4 units
Austria
4nthonylin (100 D)
Defeated. Bet: 5 D
Turkey
nko12 (100 D)
Defeated. Bet: 5 D
Civil Disorders
_pH_ (100 D)Italy (Spring, 1905) with 4 centres.
Archive: Orders - Maps - Messages