"Luck plays no part in Diplomacy. Cunning and
cleverness, honesty and perfectly-timed betrayal are the tools needed to
outwit your fellow players. The most skillful negotiator will climb to
victory over the backs of both enemies and friends.
Who do you trust?"
(Avalon Hill)
Diplomacy is a game which is easy to learn but impossible to master. The rules are all very intuitive; lots of people pick them up just by playing, but this document will familiarize you more quickly.
RR - Points - Objective - Units - Moves - Rules - Play
webDiplomacy, as a community, is a competitive and fun place to play. Currently we have two site supported ranking systems.
The first is our “Reliability Rating” (RR); this ranking is determined based on how often you fail to enter
moves in a turn (NMR/No Moves Received) or leave a game before it’s conclusion (CD/Civil Disorder). Most tournaments, special rules games,
or high stakes games have RR restrictions; meaning if you leave games often or irresponsibly forget to enter
moves frequently you may find it hard to join competitive games.
The second system is our point system (), which is used to determine how many
games you can join and what stakes the game will be. You start with 100
and are
reimbursed whenever a loss of points results in you having less than 100
.
Points are fun and provide a tangible reward for winning but are far less important to your
ability to play fun and enthralling games on webDiplomacy. Many of our tournaments are unranked,
and those that aren’t are usually willing to play at lower
levels for players with very high Reliability Ratings.
The objective of Diplomacy is to be the first to get 18 supply centers. For each supply center
you occupy you get a new unit, and you lose a unit whenever a supply center you own gets
occupied by someone else.
You can recognize the supply centers with the markers which are placed on them.