I’ve been playing Diplomacy since 1965, although not much recently. If you want to know the whole sorted story you can do a Google search on my name and the word Diplomacy. And then get out of the way because it’s quite a list, so make sure your printer is full of paper. Let me let you in on a little secret. As Edi Birsan, Walt Buchanan, and other real hobby Old Farts will confirm, I am the worst Diplomacy player of all time, certainly among the old timers. In all those years of playing all over the FTF, postal, and tournament hobbies I’ve managed:
And what do I have to show for it? A garage full of junk and a lot of memories. Strategy and tactics were never my fortes in Diplomacy. For that matter, neither was diplomacy, and I wasn’t a terribly good smoozer either, but when it came to Peeriblah, nobody could sling it as well as me. And here’s a sample. Most players make diplomacy and Diplomacy too complicated. It really isn’t; which is why the game has lasted, remains popular with a certain kind of person, proves addictive, and drives people nuts. Let me share this with you.
But wanting to win isn’t enough. You also have to want to keep the other six players from winning. A two-way or a three-way draw isn’t acceptable. Getting past those stalemate lines isn’t easy, but it isn’t as difficult as some people think. But first you have to know what they are. Do you? If you know each of them, and how to set one up or break one down, especially if you’re opponents don’t, puts you way ahead of the game. So, learn the basics, study the maps, and figure out how to do those two things: how do I set up a stalemate line and how do I break through one? And no, I’m not going to tell you either. It’s something you need to learn for yourself. And by the time you do, you’ll be good enough to achieve that first goal, winning. Tactics is how you achieve your goals. Most newbies think that tactics means how you move pieces around the board. That’s true, but there’s more to it. A sound knowledge of tactics is what will help you over-come your opponent(s) strategies and diplomacy. Remember, you’re playing a game that not only involves moving pieces around a board, but also involves manipulating other players (solely and in combinations). Tactics, especially when it comes to getting past stalemate lines, is a matter of mechanics. Diplomacy, if there are other players involved, is also important, but the key factor is mechanics. More players fail to prevent the establishment of a stalemate line or fail to break through one because of mechanical errors than any other single cause. And what do I mean by mechanical errors? Not reading the map correctly is one. Mis-writing orders is another. Not seizing the key space(s) in the stalemate line is yet a third. Stalemate lines are all about real estate, and as any real estate salesman will tell you, the secret in real estate is “location, location and location.” This is something you can’t learn from reading articles (like this one). It’s something you learn by playing or at least reading game reports (moves, analysis, and press). It’s impossible to write about S&T without mentioning diplomacy. Good diplomacy can off-set weaknesses in S&T, but it alone won’t get you to those first two strategic goals. Good diplomacy may not win you the game, but bad diplomacy will surely keep you from winning it. When you’re playing a game you need to push on all three fronts: strategy, tactics, and diplomacy; and push hardest where you’re being successful. If one player doesn’t have a solid concept of what a victory entails, push there. If another doesn’t seem to have a good grasp of game tactics, push there; and if a third doesn’t seem to be talking much, push (hard) there. I can’t guarantee that following these precepts will win you a game, but I can and do guarantee that following them will help you be a better player than I am. Trust me.
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