How to WIN at Diplomacy / Media Wars Game / What is a valid end game result? / Win, Top, Draw, Lose

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So how do you win at Diplomacy? Seems like an easy question to answer. Win 18 supply centers and you win the game! But the answer is much more complex because this game is very nuanced, players’ goals evolve as their chances of a solo dwindle, and draws are a valid end game result. Diplomacy is not only about winning, it’s also about not losing. This video is going to analyse what the best outcomes are in the game from first to worst.

The definition of winning in Diplomacy comes down to what the agreed upon victory condition is by those playing or by the tournament director. In some cases, such as with Carnage scoring, you are simply trying to have the highest SC or supply center count when all players agree to a draw. In some gaming groups, like my own, all that matters is who is the last player standing or who ends up with the most centers. We will sometimes stipulate that the game can’t end until there are 3 or fewer powers on the board. But often, games are played until there is a solo. What’s unique about this game is how different gaming groups have different definitions of what success looks like and what’s considered a win. In some tournaments, the winner is the SC leader after a specified number of game-years.

But there is a problem with all of these. If you are not “winning” the game, what is the point of continuing to play? That’s where secondary and tertiary objectives become important.

One unique feature of this game is that it is so customizable. How your gaming group or tournament director chooses to score the game will completely alter HOW the game is played, and WHAT is required to achieve your best outcome. I know of few other games whose underlying tactics change so dramatically when you adjust the scoring method. Perhaps this is the reason that this game still feels so fresh after 60 years.

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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.

Avalon Hill Complexity rating - 3




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