DIPLOMACY Beginning, Middle, And End Game STRATEGY / INTERVIEW With David Hood
This video focuses on the ANATOMY of a Diplomacy game. We look at the beginning, middle, and end game. In this interview with David Hood, two goals that I’d like to achieve are to identify the main divisions of a game, and, more importantly, to suggest how players should adjust and place emphasis on their negotiation style, tactics, and strategies based on which phase of the game they’re in.
One reason it’s important to dissect the parts of a Diplomacy game is because you can’t move on to the next stage if you’re unsuccessful in an earlier one. You simply can’t participate in the end game if you aren’t aware of what’s happening in all the phases before it.
DAVID HOOD'S ARTICLE:
http://www.diplomacy-archive.com/resources/strategy/articles/midgame-and-endgame.htm
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DBN:
/ @diplobn
=TIMESTAMPS=
0:00 Introduction
0:58 4 Parts of a Game
2:29 David Hood
3:06 Origin Story
4:19 Comparison to Chess
5:50 Mid Game
7:57 Primary vs. Secondary Powers
9:14 Tactics vs. Strategy
10:57 Advantages
13:06 Preferences
14:22 Late Game
16:06 Diplomacy Over Time
18:12 Late Game Negotiations
21:29 End Game Scenarios
23:45 Final Thoughts
7 NATION DIPLOMACY SERIES:
England: • HOW To WIN As ENGLAND In DIPLOMACY / ...
Austria: • Diplomacy: How to Win as AUSTRIA / In...
France: • How to WIN with FRANCE in DIPLOMACY /...
Germany: • Diplomacy: How to Win as GERMANY / 2X...
Italy: • Diplomacy: How to Win as ITALY / WORL...
Russia: • Diplomacy: How to Win as RUSSIA with ...
Turkey Part 1: • Diplomacy Board Game: TURKEY Strategy...
Turkey Part 2: • Diplomacy TURKEY Strategy with EDI BI...
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This classic game 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 Games, Inc. 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, players represent 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 make both Spring and Autumn 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 gamers.
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