This classic game of pure negotiation has taken many forms over the years. The first Avalon Hill-version has perhaps the widest release, but Avalon Hill (Hasbro) re-released the game in 1999, complete with a colorful new map and metal pieces. They recently released a 50th anniversary edition with a new map and cardboard pieces representing the armies and navies. In the game, players represent one of the seven "Great Powers of Europe" (England, France, Austria, Germany, Italy, Russia or Turkey) in the years prior to World War I. Play begins in the Spring of 1901, and players make both Spring and Fall moves each year. There are only two kinds of military units: armies and fleets. On any given turn, each of your military units has limited options: They 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 their position. Players instruct each of their units by writing a set of "orders." The outcome of each turn is determined by the rules of the game. There are no dice rolls or other elements of chance. With its incredibly simplistic movement mechanics fused to a significant negotiation element, this system is highly respected by many a gamer.
from "The Avalon Hill General Index and Company History, 1952-1980"
Diplomacy (1976)
Previously published stock sold in Avalon Hill packaging
Designed by Allan Calhamer
DIPLOMACY was purchased outright from Games Research, Inc.—a one game company run on a part-time basis. DIPLOMACY had been around for many years and had become a separate part of the hobby altogether—distinctly separated by its own choosing from the major branches of miniatures and board games. AH limited its contribution to packaging and an enlarged version of the playing board.
This is an MS powerpoint file I made from the public domain South America 5.1 Variant map. This map is ideal for five players.
The Powerpoint includes starting units and supply centers already colored and placed (and movable) so the game can be played on a computer screen or by using an LCD projector (without printing anything.)
Zip file also includes a word .doc with a printable black and white map for player aids.
My answer to the "ruining friendships for fifty years" motto. This document is a set of rules or guidelines for negotiation that can be given to new players who may not otherwise understand the emotional dimensions of the game. I use it in my classroom when I teach the game to generate discussion over each of the items so that players understand how to play without taking things personally.
Magnetic Pieces for Diplomacy--stick onto "business card magnets", cut them out and attach a map to magnetic board or cookie sheet. Handy in negotiations.