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Diplomacy box art

Diplomacy

Game ID: GID0096647
Game Info
Year
1959
Players
2-7
Age
12+
Playtime
4 min
Collection
Rating
Mechanic profile
Not enough video data yet
Vibe profile
How this game feels to play
Description

Diplomacy, the classic boardgame of pure negotiation has taken many forms over the years.

The first The Avalon Hill Game Co version has perhaps the widest release, but Avalon Hill re-released the game in 1999, complete with a colorful new map and metal pieces. In 2008, Avalon Hill released a 50th anniversary edition with a new map and cardboard pieces representing the armies and navies.

In the game, each player represents one of the seven "Great Powers of Europe" (Great Britain, France, Austria-Hungary, Germany, Italy, Russia or Turkey) in the years prior to World War I. Play begins in the Spring of 1901, and players must negotiate and make deals with other players in order to have any success in expanding their borders. They will make both Spring and Autumn moves each year. with two kinds of military units: armies and fleets. On any given turn, each of your military units has limited options: it can move into an adjoining territory, support an allied unit in an attack on an adjoining territory, support an allied unit in defending an adjoining territory, or hold its position. Players instruct each of their units by writing a set of "orders." The outcome of the various orders is basically determined by the total strength of the units involved. There are no dice rolls or other elements of chance. With its incredibly simplistic movement mechanism fused to a significant negotiation element, this system is highly respected by many gamers.

Avalon Hill Complexity rating - 3

Re-implemented by:

Colonial Diplomacy
Diplomacy: Classical Variant
Diplomacy: Hundred Variant

Description

Diplomacy, the classic boardgame of pure negotiation has taken many forms over the years.

The first The Avalon Hill Game Co version has perhaps the widest release, but Avalon Hill re-released the game in 1999, complete with a colorful new map and metal pieces. In 2008, Avalon Hill released a 50th anniversary edition with a new map and cardboard pieces representing the armies and navies.

In the game, each player represents one of the seven "Great Powers of Europe" (Great Britain, France, Austria-Hungary, Germany, Italy, Russia or Turkey) in the years prior to World War I. Play begins in the Spring of 1901, and players must negotiate and make deals with other players in order to have any success in expanding their borders. They will make both Spring and Autumn moves each year. with two kinds of military units: armies and fleets. On any given turn, each of your military units has limited options: it can move into an adjoining territory, support an allied unit in an attack on an adjoining territory, support an allied unit in defending an adjoining territory, or hold its position. Players instruct each of their units by writing a set of "orders." The outcome of the various orders is basically determined by the total strength of the units involved. There are no dice rolls or other elements of chance. With its incredibly simplistic movement mechanism fused to a significant negotiation element, this system is highly respected by many gamers.

Avalon Hill Complexity rating - 3

Re-implemented by:

Colonial Diplomacy
Diplomacy: Classical Variant
Diplomacy: Hundred Variant

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 14
This page: 14
Sentiment: pos 5 · mix 6 · neu 1 · neg 1
Mentions per page
Showing 1–14 of 14
Video j4EXjDSJqRo Analysis at 2:42 sentiment: positive
video_pk 67337 · mention_pk 163358
Diplomacy video thumbnail
Click to watch at 2:42 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Belongs in the Hall of Fame.
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • put if you're going to put terraforming Mars, why don't you put Everddale, okay?
  • Or Wingspan, okay? Uh why not Wingspan? Why not Wingspan more than terraforming Mars?
  • for sale. I mean, really.
  • Acquire makes sense.
  • you know I'll even you know Magic makes sense.
  • if if you're talking about Grail Games, you have to talk all Arkham Horror.
  • the third edition really wasn't, you know, I mean, maybe that hurts.
  • all these other games that were spawned out of this universe was was was because of Arkham Horror and the popularity of it.
  • I hate taking it out of the box because I think it's such a classic.
  • Maybe, you know, it just it bewilders me.
  • This is just my opinion. and I would love to hear your opinion as well.
References (from this video)
No references stored for this video.
Video XC2Vg_1L9ZE Analysis at 24:11 sentiment: negative
video_pk 66536 · mention_pk 162172
Diplomacy video thumbnail
Click to watch at 24:11 · YouTube ↗
Overall sentiment (raw)
Negative
Pros
  • Godfather of the mean games genre
  • No luck involved, purely strategy and negotiation
  • Primary mechanic is human trust, primary strategy is its violation
  • Design has never been surpassed in its specific niche
Cons
  • Betrayal is a core strategy
  • Accumulation of small acts of cooperation leads to betrayal
  • Alliances have a measured shelf life
Thematic elements
  • Great power politics and expansion
  • Europe in 1901
Comparison games
none
Mechanics (from transcript analysis)
  • Negotiation phase — with a negotiation phase where all conversations are private
  • no luck — There are no dice, no cards, no luck of any kind
  • Private negotiation — all conversations are private
  • Simultaneous order writing — The game is played in simultaneous order writing rounds
  • Supply centers — seizing supply centers to expand.
  • Support orders — Units can support each others movements or defenses.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • There is a specific kind of silence that falls over a game table when somebody realizes they have just been completely, deliberately, and systematically destroyed by somebody they trusted.
  • Mean games are a genre unto themselves.
  • The person sitting across from them smiled, played their cards just right, and had been planning it for three rounds.
  • The sea serpent player maintained eye contact and smiled the whole time.
  • You were never trying to save us.
  • I was always trying to save myself.
  • That is a different thing. It is, in fact, exactly what Nemesis is designed to produce.
  • Everything is negotiable.
  • The elected pope controlled by a player can excommunicate opponents.
  • The traitor system is the knife at the game's heart.
  • I held that card for two hours.
  • That is why you committed everything.
  • It is the meanest game ever designed because it is the only major board game where the primary mechanic is human trust and the primary strategy is its violation.
  • Attack the east on this move and I will allow you three supply centers.
  • That is diplomacy.
  • This is showing me things about markets I did not want to understand.
  • Since round one.
  • The worst part was understanding that it had never been a competition. It had been a lesson on a schedule the teacher set before the first card was played.
References (from this video)
No references stored for this video.
Video StcP3Rh4LrY Watch It Played Discussion at 5:03 sentiment: positive
video_pk 65406 · mention_pk 159071
Watch It Played - Diplomacy video thumbnail
Click to watch at 5:03 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • It's a pleasure to be playing with people he normally wouldn't get to sit around a table with.
  • It's fun to play with these guys that I normally wouldn't get to sit around a table at.
Cons
none
Thematic elements
  • war game
Comparison games
none
Mechanics (from transcript analysis)
  • backstabbing — Players may betray alliances made previously.
  • hidden orders — Orders are written in secret and revealed all at once.
  • negotiation — Players talk to each other, negotiate, and make alliances.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's about it's the time around the table that you spend with family and friends it's that shared experience that's the part where the enjoyment comes from not in my personal winning or losing it's it's the journey it's not the destination
  • if I end up in a losing streak it does affect how I feel about the games I'm playing it affects my enjoyment and I think that's the catch
  • win some lose some I don't even notice but if I'm on a losing streak it does start to get me down a little bit it starts to make me enjoy the gaming a little bit less
  • it means that the game play matters to me I mean if I'm playing a game against somebody and I win I want it to be against somebody who is trying their hardest so they need to care about winning a little bit themselves right and and I want when I lose for there to be a little bit of a sting because again it means that I was I was into the game in a you know in a serious way
  • I don't think I ever hold that against the game itself I think I'm pretty good at separating that part of it um maybe if I feel like there's a particular strategy that's always beating me in that case I might hold it against the game because then I feel like the game might be slanted but I always leave a little bit of room in my head for the idea that maybe I'm just bad at the game it's not that the game is wrong in some way it's just I'm wrong myself I'm wrong I'm a bad fit for the game my brain doesn't work well in that space
References (from this video)
No references stored for this video.
Video _6S1ClNvmRY Board Games for One Top 10 List at 16:11 sentiment: mixed
video_pk 34220 · mention_pk 101889
Board Games for One - Diplomacy video thumbnail
Click to watch at 16:11 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • deep social gameplay and psychology
  • high replayability with varied alliances
Cons
  • unforgiving social dynamics; can end relationships
  • not a quick play, very long sessions
Thematic elements
  • Diplomatic maneuvering and alliance-building
  • Early 20th-century geopolitical power struggles
  • historical geopolitics with treachery and trust
Comparison games
  • Twilight Imperium
  • Ra
Mechanics (from transcript analysis)
  • Hidden movement — public and private aims drive strategic choices
  • negotiation — players negotiate and form alliances to gain victory
  • negotiation / alliance-building — players negotiate and form alliances to gain victory
  • secret movement / deception — public and private aims drive strategic choices
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • A lot of the fun was in the interactivity and watching others' plans unfold.
  • I didn't want four-player solitaire; everyone needs to stay engaged.
  • Diplomacy is the ultimate trust and treachery game.
References (from this video)
No references stored for this video.
Video M4MwAEZ67rE Unknown Channel Discussion at 1:27 sentiment: mixed
video_pk 13275 · mention_pk 38929
Unknown Channel - Diplomacy video thumbnail
Click to watch at 1:27 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Deep, high-stakes social dynamics and negotiation
  • Rich narrative payoff when betrayals land and alliances collapse beautifully
  • Historical flavor paired with dense human interaction
Cons
  • Extremely long play sessions (often several hours)
  • High potential to damage real-world relationships and feelings
  • Older design can feel unwieldy and mechanically brittle by modern standards
Thematic elements
  • Alliances, betrayal, negotiation, and political realism
  • Europe, circa early 20th century leading into World War I
  • Social-dramatic, human-centered storytelling with high interpersonal stakes
Comparison games
  • Pax Premiere
  • Blood on the Clock Tower
  • Root
Mechanics (from transcript analysis)
  • Alliance formation and betrayal as core gameplay — Cooperation is essential to advance, but long-term relationships are continually tested by backstabbing and shifting loyalties.
  • Diplomatic negotiation as a main activity — Players spend significant time in dialogue to form agreements, betrayals, and strategic alignments that influence map control.
  • negotiation — Players spend significant time in dialogue to form agreements, betrayals, and strategic alignments that influence map control.
  • Secret orders and simultaneous execution — Players secretly plan and submit orders; resolution occurs without chance elements and relies on social trust, misdirection, and perception.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The betrayal mad.
  • Diplomacy isn't a game you spring on people. It's a game you forewarned them about.
  • You're not really playing a board game. You're playing a people game.
  • The game outwardly advertises that this would happen. It's on the box, not a game of kindness, sweeties, and happy Labradors.
  • The knife in your back feels that much sharper when you've spent six hours building a relationship only to spend the next two hours watching your former ally win with your land.
  • Betrayal is strategy. And if you sit down to play Diplomacy and suddenly you're shocked that someone lied to you, that's a failure of communication before the game even began.
  • The outplayed mad is weirdly respectful.
  • 4D chess, while you were playing checkers.
References (from this video)
No references stored for this video.
Video ako3RrFqYP4 The Broken Meeple Discussion at 0:02 sentiment: neutral
video_pk 13073 · mention_pk 38247
The Broken Meeple - Diplomacy video thumbnail
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
  • negotiation
  • world conflict
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • hey everyone who just kind of made it in time i'm not going to say it was a shall we say the easiest time to get here
  • come on seriously i need to get on with a stream in a minute
  • what is going on at fantasy fly at the moment they're just not bringing out any major good games
  • every time they try to do a spin-off game that isn't a card game they tend to fail
  • root's okay but i think the fact that you've got to have a balanced group of players who know what they're doing to play it i think it's just too much
  • i just i'm okay with rue but i would never seek it out
References (from this video)
No references stored for this video.
Video mrmyW9PMW5s Heavy Cardboard Discussion at 10:03
video_pk 13160 · mention_pk 38471
Heavy Cardboard - Diplomacy video thumbnail
Click to watch at 10:03 · YouTube ↗
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I'm vocalizing what's going on in my head.
  • Gen Con is not a convention that I ever foresee myself going back to.
  • This is going to be a very long stream if I'm going to take this much time going through each of these.
  • We are going to do a BG auction cuz I imagine everybody that watches this is on BGG.
  • The designer is going to send it to you. He's going to pay the shipping and y'all are going to pay us and we get to keep the money.
References (from this video)
No references stored for this video.
Video S-oEoLZMKGE The Cardboard Herald Top List at 4:47 sentiment: mixed
video_pk 11588 · mention_pk 34042
The Cardboard Herald - Diplomacy video thumbnail
Click to watch at 4:47 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • deep social interaction and negotiation-rich play
  • high replayability through shifting alliances
  • no dice luck; outcomes hinge on player interaction
Cons
  • can lead to lengthy sessions and stalemates
  • heavy reliance on player dynamics; betrayal can frustrate some players
Thematic elements
  • diplomacy, alliance-building, betrayal
  • pre-World War I Europe with global power plays
  • historical-political
Comparison games
  • Risk
  • Lords of Waterdeep
Mechanics (from transcript analysis)
  • Area Control — control territories via army presence to influence scoring and power dynamics
  • area_control — control territories via army presence to influence scoring and power dynamics
  • movement_and_support — orders move pieces across a map to contest regions and support each other
  • negotiation — players form temporary treaties and backstab opponents through talks rather than luck
  • negotiation_and_alliances — players form temporary treaties and backstab opponents through talks rather than luck
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Diplomacy by email explicitly by email
  • i don't want to sit at a table with you and play that game
  • it's such a minimalistic game where the players themselves drive all of the fun and interaction of the game
  • it's the first time in a game where i felt incentivized for certain strategies to die
  • a box of cardboard chits that does everything that i want a game that is full of Twilight Imperium-esque plastic armies marching across the board
  • there's room for betrayals, there's room for deal making
  • the apex of like pure dudes on a map area control games
  • my blood rage to me is where area control was starting to get played with
References (from this video)
No references stored for this video.
Video TJqqpJSWUow Beyond Solitaire Interview at 33:41 sentiment: positive
video_pk 6872 · mention_pk 20331
Beyond Solitaire - Diplomacy video thumbnail
Click to watch at 33:41 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Illustrates the importance of negotiation and strategy in multi-agent conflict
  • Cited as the first game where a particular system of record-keeping or play-tracking was widely applied
Cons
  • Player dynamics can dominate outcomes beyond pure tactics
  • Older production values may feel dated
Thematic elements
  • diplomacy, negotiation, alliance-building
  • early 20th-century Europe with alliance diplomacy
  • socio-political simulation
Comparison games
  • Stalingrad
  • D-Day
Mechanics (from transcript analysis)
  • negotiation and alliance-building — players form and break alliances, issue commands, and resolve outcomes through negotiated diplomacy
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • you cannot understand our times without games and other digital media
  • board games are print artifacts and that's right in that
  • the main obstacles are legal
  • it's a night and day kind of thing
  • documentation... that's what historians do anyway
References (from this video)
No references stored for this video.
Video vqb50cxe-T8 BigPasti Top List at 26:00 sentiment: positive
video_pk 5667 · mention_pk 16853
BigPasti - Diplomacy video thumbnail
Click to watch at 26:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Psychological depth and player-driven drama
  • High replayability through different personalities
  • Absolute focus on human interaction as the core experience
Cons
  • Very long playtime and heavy player elimination by modern standards
  • Requires seven committed players; not casual-friendly
Thematic elements
  • Alliances, betrayal, and negotiation
  • World power politics and supply centers
  • Two-phase play: diplomacy (negotiation) then resolution
Comparison games
  • Dune
  • other negotiation-focused strategy games
Mechanics (from transcript analysis)
  • negotiation — Players form and break alliances through verbal agreements and deception.
  • negotiation and alliance-building — Players form and break alliances through verbal agreements and deception.
  • perfect information with imperfect trust — All moves are public, but intent and promises are unreliable.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Code Names did something that sounds impossible. It made a party game that's actually legitimately good.
  • Dune eroded everything around it to pure theme. It succeeded through the devotion to its fiction and the corresponding chaos that comes from that.
  • Diplomacy is all about perfect information and imperfect trust.
References (from this video)
No references stored for this video.
Video ogUy1iFjsv4 Actualol Discussion at 0:24 sentiment: mixed
video_pk 5147 · mention_pk 15254
Actualol - Diplomacy video thumbnail
Click to watch at 0:24 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • clever negotiation and alliance dynamics
  • rules are approachable for a social game
  • emphasizes long term strategy and bluffing
Cons
  • lacks strong thematic feel compared to other games
  • can become lengthy and fragile with player dynamics
Thematic elements
  • alliances, backstabbing, negotiation
  • Europe 1900s era of great powers
  • political intrigue with shifting loyalties
Comparison games
  • Risk
  • Game of Thrones
Mechanics (from transcript analysis)
  • Area Control — Regions border and conflict drive player influence
  • Hidden/face down actions — Players plan moves with face down markers and reveal later
  • negotiation and alliance building — Players bargain with others to gain advantage and betray when beneficial
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is a board game that was one of the first games I really loved a game of negotiation and diplomacy which has the same system of playing tokens facedown and then you reveal and you see what peoples plans really were
  • you can create alliances with other players and you can talk about what youre going to do you can maybe lie to people
  • it's a beautifully simple system it packs a lot into a quite a small box it's a breeze to learn the rules
  • for the right group this could really sing but for me it didn't really hit the spot
  • I love Sushi Go and I feel this kind of system doesn't work with a deeper more involved game
  • Queen Domino hasn't worked for me all of the ideas feel tacked on
  • it's a nice push your luck aspect and there are seasons with weather that make harvesting decisions tense
References (from this video)
No references stored for this video.
Video 1du26wfPm4k Going Analog Interview at 3:57 sentiment: positive
video_pk 3405 · mention_pk 10060
Going Analog - Diplomacy video thumbnail
Click to watch at 3:57 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • deep historical feel and negotiation depth
  • high emphasis on player interaction and strategy
Cons
  • long play time; rules and negotiation can be intimidating for newcomers
Thematic elements
  • cooperation, negotiation, betrayal, strategic planning
  • interwar Europe with grand strategy and alliances
Comparison games
none
Mechanics (from transcript analysis)
  • Negotiation and alliances — Players negotiate with others to form pacts and plans; no randomization reduces luck, emphasizing diplomacy.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • we're not here to make friends we're here to break people
  • one of the biggest personalities in a board game space
  • it's a good investment
  • the idea and it's it's mostly illegal now I believe
  • this version is a ton of fun
  • the table presence is terrific
References (from this video)
No references stored for this video.
Video On444m6iWSk No Rolls Barred Analysis at 16:52 sentiment: mixed
video_pk 3108 · mention_pk 9058
No Rolls Barred - Diplomacy video thumbnail
Click to watch at 16:52 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Illustrates AI's interaction with social reasoning, negotiation, and bluffing
Cons
  • Imperfect information remains a key limitation for AI in real-time bargaining
Thematic elements
  • Negotiation, alliance-building, and deception
  • Geopolitical strategy with 1900s-era powers
Comparison games
none
Mechanics (from transcript analysis)
  • Diplomacy and bargaining — Deals, threats, and shifting alliances drive outcomes
  • Imperfect information — Players do not know opponents' hidden intentions
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • oxo was born
  • imagine having to go into cambridge just to have a bash at naughts and crosses
  • the problem is not that of designing a machine to play perfect chess which is quite impractical nor one which merely plays legal chess which is trivial
  • move 37. it was a move that outwardly looked like a mistake
  • alpha zero learned to play so well by playing the game against itself
References (from this video)
No references stored for this video.
Video GQnIUN3hLsM 3 Minute Board Games Top List at 4:49 sentiment: mixed
video_pk 1240 · mention_pk 3600
3 Minute Board Games - Diplomacy video thumbnail
Click to watch at 4:49 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • rich social interaction, high replayability
Cons
  • fragile relationships, potential to harm real-life dynamics
Thematic elements
  • diplomacy and strategy
  • geopolitical negotiation and alliance-building
  • mechanics-driven social dynamics
Comparison games
  • A Game of Thrones: The Board Game
  • Confrontation
Mechanics (from transcript analysis)
  • asymmetric information — players infer others' intentions; information is not fully shared.
  • negotiation — players form and break alliances through verbal deals.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Bridge as a game is kind of dying
  • it's just a game it's not great for people with addictive personalities but what it has going for it is it only takes this deck of cards
  • Monopoly isn't that bad if you're playing with the auction rules
  • Go is the oldest game on this list I believe
  • Scotland Yard is the genre defining game for hidden movement
  • Diplomacy is a unique experience and its influences can be found in games like A Game of Thrones
References (from this video)
No references stored for this video.
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