18 Jan 20 UTC | Spring, 1: May the odds be ever in your favour |
18 Jan 20 UTC | Spring, 1: Let the Diplomacy Games begin! |
18 Jan 20 UTC | Spring, 1: Rules rundown: a turn is six months, there are two turns in a year. At the end of each year, you build or dismantle units so that you have the same number of units as you have supply centers. Those are the black dots. If you have more than half of the supply centers, you win. Units are constructed at the supply centers in your home territory. Navies can move between adjacent sea spaces, and between land spaces that share a coast. Armies can move between adjacent land spaces, and they can move over seas if every sea space in between has a navy that spends its turn convoying the army. |
18 Jan 20 UTC | Spring, 1: Each space can only have one unit in it. When two units try to move into the same space, they bounce. A unit can support another unit's move into a space that it could move into itself. When a unit moves with support, an enemy with less support that tries to occupy the same space will retreat. You can reviece support from units belonging to other players, but those players will want something in return. Make allies, make promises, and convince every other player that they'll benefit if they do what you want. That's how you win. |
18 Jan 20 UTC | Spring, 1: You can also more-or-less-win if all remaining players agree to a draw |
18 Jan 20 UTC | Spring, 1: Draws are for cowards! To the death! |
18 Jan 20 UTC | Spring, 1: some other notes: I know everyone here at least in passing through discord, and StaLenin and 7; also know each other at least in passing. Diplomacy is somewhat infamous for destroying friendships, so please keep in mind to not hold the inevitable betrayal of an alliance (except in cases where an alliance actually holds until a draw or allies mutually agree to end the alliance) against anyone outside of the game. Of course, it's perfectly fine to hold it against them in the game. Also, absolutely don't use out-of-game knowledge to pressure people to do things ingame. I don't think that's likely to happen here, but better to be safe than sorry. |
18 Jan 20 UTC | Spring, 1: Also, I have already decided to go to war with one of the players here (not telling who) and asked another player to help me take that person's stuff. If you are that person, you may be about to fight a war on two fronts. You should find an ally immediately. Promise them something juicy in return for defending you. |
18 Jan 20 UTC | Spring, 1: each turn, you have 24 hours to submit your orders. The game is set to excuse one missed turn. I'm not entirely sure what happens when you miss two, but I think you're kicked. If circumstances don't allow you to play, players can agree to a pause. |
18 Jan 20 UTC | Spring, 1: Remember to press Ready when you've filled in your orders! |
18 Jan 20 UTC | Spring, 1: A Sid > Tyre A Dama > Arabia A Ant > Cappa |
18 Jan 20 UTC | Spring, 1: Uh, that's not how you put in your orders. That's how you tell everyone else what you're about to do and give them opportunity to counter your moves. |
18 Jan 20 UTC | Spring, 1: Yo Sandy, you alive? |
19 Jan 20 UTC | Spring, 1: Egypt's name is Sandy? |
19 Jan 20 UTC | Spring, 1: No, I assume that's just because they're Egypt |
19 Jan 20 UTC | Spring, 1: They do have an excess of sand. |
19 Jan 20 UTC | Spring, 1: I hope nobody carthago-delenda-ests me |
19 Jan 20 UTC | Spring, 1: That we do. |
19 Jan 20 UTC | Spring, 1: 46 minutes until the game gets delayed, unless Egypt shows up |
19 Jan 20 UTC | Autumn, 1: Greece is clearly going for Crete and Persia is clearly going for Cyprus. I wonder what Egypt will do |