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These pages contain rules, maps, articles and general web pages for over 170
Diplomacy variants.
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- Random Diplomacy (Kevin Ames)
- This variant can be played with any map and can be combined with
other variants. Standard rules apply with the exception of the initial
game setup. Supply centers are randomly distributed throughout the map
and are randomly assigned to powers. During the game, a player can build
units in any supply center which that power owns.
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- Range War (Colin Bruce)
- This eight-player variant takes place on a new map. The players
represent seven ranches and a band of outlaws. The game uses modified
rules in which the two types of units are gangs and herds (of cattle),
and more than half of the supply centers are herds which are not
stationary but can move around each turn.
- Rules
(at the variantbank.org variant archive)
- Maps: [ gif ]
- Rather Silly Diplomacy 2 1/2 (Jeremy Maiden and Peter Sullivan)
- A varaint which includes the standard Diplomacy rules, plus a
couple of new characters/units (The Borg, Llamas, Female Armies, Dirty
Old Men Armies, Gay Fleets and more). A bit silly, but you probably
gathered that much from the variant name.
- Rules
(at the variantbank.org variant archive)
- Maps: Any
- Renaissance Diplomacy (Earle Ratcliffe and
Michael Cuffaro)
- This 7-player variant is played on the standard map. No new
rules other than new great powers and a passable Switzerland.
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- Replay (Alexander K. Woo)
- This variant is intended to be played with no-press games. The idea
is that a first turn is used to communicate with other
players, and turns are replayed to allow for an actual movement phase.
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- Republic (Der Garvey)
- This 5 player variant takes place on a map of Ireland, and is representative
of a variety of conflicts that have taken place in Ireland. The game uses
a number of modifications of the standard rules, including supply points,
bridges, rivers, and a few others.
- Rules
(at the variantbank.org variant archive)
- Maps: [ gif ]
- Rise of Rome I and II (Stephen Agar)
- Rise of Rome I and II are variants for five and seven players respectively
that take place during the period of the Roman Republic from the third to the
second century B.C. using a new map. The game uses modified rules, which
include special units and sacking of supply centers.
-
- River Diplomacy (Dennis Brennan)
- This game uses the standard map and rules, except for the addition
of two rivers, the Rhine and the Danube. These rivers are navigable
by fleets, effectively allowing them to make what would in the standard
game be inland moves and attacks.
- Rules
(at the variantbank.org variant archive)
- Maps: Standard map modified as described in the rules
- Romans (James Millington, Robert Schone and Lynsey
Smith)
- A five-player variant that uses the standard Diplomacy rules but
with a new map which is symmetrical. This variant was based on the Five
Italies variant and is very similar. The rules and map for Romans are not available
but they are available for Chromatic which is completely identical to Romans
except that all the map locations have been renamed.
- (See Chromatic.)
- Root Z (Phil Creed, Tom Hyer, and Mark Nelson)
- A seven-player variant that takes place on a map that consists of
two standard maps connected along a cut through each map to create a
spiral. Each player controls two powers. Slightly-modified standard
Diplomacy rules apply.
-
- Royale
- (See Diplomacy Royale.)
- Sahara (Kyalo Brooks)
- This seven-player variant uses the standard map and takes place
in a future affected by global warming. Consequently, as the game
progresses water locations become land provinces, supply centers
become less hospitable and revert to regular spaces, regular spaces
become more hospitable and become supply centers, and certain spaces
become impassable.
-
- Sail Ho! ("Tarzan")
- A 4-power "map variant" which uses standard Diplomacy rules but a new
map, having quite a bit of water and three islands.
-
- Scorched Earth (John Morgan)
- This variant can be played on a variety of
maps. In this variant, a unit can abandon a supply center
and destroy the SC as it leaves, allowing the unit to survive an
additional year but preventing an opponent from getting that supply
center. Other than that, standard Diplomacy rules apply.
-
- Seeing is Believing (Eric Brosius)
- This variant can be played on a variety of
maps. In this variant, only final positions are revealed to
players but the actual moves ordered are not. So, for example, a
power who is attacked is oblivious to that fact if the attack fails.
Standard Diplomacy rules apply.
-
- Seismic Diplomacy (Pierre Lavaurs)
- In this variant, players can order one Seismic Event per season. Seismic events change the topology of the map by modifying connectivity between provinces (such as disconnecting the border between Ukr and Gal, making Rum and War adjacent). With time, the map can change significantly, bringing various provinces closer together or farther away from each other than on the original map.
- Rules
(at the variantbank.org variant archive)
- Maps: Any
- Sengoku (Benjamin Hester)
- This eight-player variant takes place starting in 1570 on a map of Japan.
Standard rules apply with minor changes regarding geographic locations and victory conditions.
-
- SFRJ Diplomacy (Aleksandar Bradaric, Milos Eric, Marko Herman)
- SFRJ recreates fall of Yugoslav federation in 1990s. Great
powers are ex-member states of Socialist Federative Republic of
Yugoslavia (SFRY or SFRJ) - Serbia, Croatia, Bosnia, Slovenia,
Montenegro and Macedonia. Each power starts with one army in it's
capital city. Building is allowed in any vacant SC.
-
- Shell-Shock Diplomacy (Stephen Agar)
- This variant can be played on a variety of
maps. The variant brings the concept of troop morale into the
game of Diplomacy. Morale points are allocated to each unit based
on what units do and what happens to them on a given turn, and a
unit's morale determines how they play in the following turn.
- Rules (at the variantbank.org variant archive)
- Maps: Any
- Shift Variants (Shift-left, Shift-right, and Shift-Around) (Josh Smith)
- Three similar variants in which each
power's units start out in a different power's home supply centers.
Powers must reach and retake their own home supply centers before they
can start building new units. The variants use the standard map
and rules.
-
- Song of the Night (Lew Pulsipher)
- This variant takes place during the era of expansion in the world
of Elric of Melnibone, a book by Michael Moorcock. Starting positions
are provided to allow play with anything from two to seven players. The game includes many new rules (including three types of units,
other pieces, spell-casting, and more) leading to a relatively complex
variant, though not all the new rules need necessarily be used.
- Rules (at the variantbank.org variant archive)
- Maps: [ gif ]
- South America (Erlend Janbu)
- This variant (version 3.2 for 4 players, version 5.1 for 5 players) takes place in Modern South America, not based on any
particular conflict. Standard Diplomacy rules apply.
-
- South American Supremacy (Benjamin Hester)
- This eight-player variant takes place starting in 1835 on a map of South America.
Standard rules apply with minor changes regarding geographic locations and a few navigable rivers.
-
- South_East_Asia_3 (Andrew Reddaway)
- This seven-power variant takes place on a map that covers South-east Asia from
Burma to Papua New Guinea and from southern China to central Australia. The
historical premise of the game is that instability broke out in South-east Asia in
1997, leading to a grab for resources.
-
- Spy Diplomacy (Jim Burgess)
- This variant can be played with a variety of
maps. With this variant, players only see the adjudications
for their own units and "see" their own section of the map.
The game includes an additional type of unit called a spy, which can
move and report status of the province it resides in and adjacent
provinces. Standard Diplomacy rules apply, plus rules that concern the spies.
- Rules
(at the Gentle Art of Making Enemies zine)
- Maps: Any
- Stab! (Andy Evans)
- This variant can be played with a variety of
maps. The standard Diplomacy rules apply with the exception
that unit types for initial builds are not specified. In this variant
results of moves are not reported to players except under
certain circumstances (such as failed moves, dislodgements, orders which
are necessary to justify a failed move or dislodgement, etc.). Since
knowledge about orders is limited, so is knowledge about locations of
other powers' units.
- Rules (at the variantbank.org variant archive)
- Maps: Any
- Star Trek Diplomacy Stephen Agar
- An 8-player variant that takes place on a map that changes
with time and contains a wormhole. Other than the changing map,
the rules are close to standard.
- Rules (at the variantbank.org variant archive)
- Maps: [ gif ]
- Stonehenge Diplomacy II (Michael Lee)
- This is a ten-player variant that takes place on a map that includes what is now the United Kingdom, and the surrounding coastal regions from Scandinavia down to France. Slightly modified standard rules apply, with modifications governing the movement into and out of Island provinces.
- Rules
(at the variantbank.org variant archive)
- Maps: [ gif ]
- Survive Diplomacy (Brendan McClure)
- This variant can be played with a variety of maps. In this variant, the
players vote out another player every two years, using their number of
SCs as their number of votes. A voted out player NMRs the rest of the
game. The master is required to add up the votes and submit orders for
the NMRing players.
-
- Taskdip (Andreas Kueck)
- This variant can be played with seven or fewer players. Standard
Diplomacy Rules apply, with additional rules that assign "tasks" to
each of the powers. The victory conditions are modified to include
fulfilment of a task as one way of winning.
-
- Touch (Andy Schwarz)
- This variant can be played with a variety of maps.
The variant concerns communications
between players, and otherwise the standard Diplomacy rules apply.
Players are allowed to communicate privately only with players that they
are adjacent to on the map. Otherwise, communication takes the form of
brief public or broadcast press, published simultaneously for all
players and which all players can read.
-
- Troubleshooter (Der Garvey)
- An economic variant that can be combined with other variants. In addition to the great powers, other players play "businessmen" who trade in currencies belonging to each of the powers. The businessmen try to maximize their holdings as currency exchange rates fluctuate based on changes in SC counts for the powers.
- Rules
(at the variantbank.org variant archive)
- Maps: Any
- The Twentieth Century (Michael Roberts)
- This thirteen-player variant takes place on a map of the entire world
around the 1930s. Standard Diplomacy rules apply, with a few minor modifications concerning the map.
-
- Twilight Zone Diplomacy (Peter Berlin)
- As implied by the name, this is an odd one. The seven players each
design their own map subject to a set of restrictions (same number of
provinces and province names as the standard map, as well as others).
Pieces move as usual, although they may legitimately order any move
allowed on any player's map, provided that player's map is correctly
specified. Examples in the rules illustrate this somewhat confusing
concept.
-
- U-boat Diplomacy (Barry Evans)
- This variant can be used with any map, and adds the concept of u-boats
(submarines) to the game of Diplomacy. Standard rules apply, with
modifications regarding the u-boat units. U-boats are visible when they
occupy coastal provinces or when they are involved with a conflict with
another unit. They can also fire torpedos.
- Rules
(at the variantbank.org variant archive)
- Maps: Any
- UN Diplomacy
- A variant played on the normal map where UN (semi-neutral) units can be used through "Security Council" voting. The rules are currently only available in German.
- V8 (Clay Snyder)
- This is an eight-player variant for the standard map, with new supply
centers introduced (in Bohemia, Livonia, Ireland, Iceland, and North
Africa), removed (Portugal is no longer an SC), and changed in ownership
(St. Petersburg is owned by the new power, Scandinavia).
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- Vain Rats II (Richard Sharp, Keith Loveys and Des
Langford)
- This variant can be played with a variety of maps. Each player is
given two special abilities
that affect play in different ways. Examples include "Extra
Petrol" which allows one unit each season to move an extra space,
and "King" which allows one unit each season to be designated
as having double strength. Aside from these abilities, standard Diplomacy
rules apply.
- Rules (at the
Box Frenzy zine)
- Maps: Any
- Vain Star (Andy Bate, Ned Eccles, Graeme Foster,
Des Langford, Bruce Maclean, and Tom Walker)
- This variant can be combined with other variants. The rules define twelve special powers, such as "Evil Eye," "Pirate," and "Teleport". Each player can use each of the special powers once during the game; only one power can be used per season by a player.
- Rules
(at the variantbank.org variant archive)
- Maps: Any
- Versailles (Martin Kennedy)
- A seven-player variant set in 1929, in which each player plays a major
power as well as a minor power. The interplay between the major and minor
powers adds a new dimension to the dynamics of the game.
-
- Void (Mario Huys)
- This variant is played by 36 players, each of whom starts with a single
unit positioned in one of the non-supply center spaces on the standard map
which are adjacent to two or more supply center spaces. The game begins in
Fall of 1900, and all supply centers are initially unowned.
-
- Vote (Steve Doubleday)
- This variant is designed for a large number of players, divided into seven teams
with a captain, each representing one of the great powers. The rules are written
for a specific group of players but can easily be adapted to any group. Units
are ordered based on the result of a voting system.
-
- Wall of Ice (David E. Cohen)
- Wall of Ice is a Diplomacy variant played on an (initially) standard
map. Ice spreads from the north, making the seas impassable and destroying
supply centres. By 1911 there are only two supply centres left. The occupant
(if any) of these supply centres in winter 1911 is the winner; or if
they have occupants from different nations, these nations share a two-way draw.
-
- War in Bosnia (Stephen Agar)
- A seven-player variant played with no fleets, that takes place in
the 1990s on a new map. The game uses modifed rules that include
modern-day concepts such as air strikes, UN hostages, UN safe areas, and
an arms embargo.
- Rules
(at the variantbank.org variant archive)
- Maps: [ gif ]
- War in North America (Will Nesbitt)
- This six-player variant is a semi-historical variant that
takes place in North Americal in 1861. Standard rules apply with
a few minor modifications.
-
- War in the Americas (Macario Reyes) Links temporarily down while Diplored web site changes ISP
- This ten-player variant takes place on a map of the Americas
(North, Central and South America). Standard rules apply except
that powers can build on any supply center they own.
-
- War of Europe
- This variant is played on the standard map. Players are
allowed to conduct negotiations before the initial builds.
Neutral supply centers are garrisoned with units. Each turn,
players may submit orders for neutral units, which will follow
the most popular order if there is one.
-
- Woolworth II-D (Glenn Overby and Fred C. Davis, Jr.)
- A five-player variant in which each player controls two powers, one
of which is known to everyone and a second which is not. The game uses
a modified standard map that includes several new provinces. Standard
Diplomacy rules apply.
-
- World Diplomacy (David Caldwell)
- A 31-player variant that takes place on a map of the entire
world which is "spherical" (i.e. it has no ends). Standard Diplomacy
rules apply, plus a few rules concerning movement through special
territories and waterways on the map.
-
- World Diplomacy (David Norman)
- A 17-player variant that takes place on a globe (i.e. the
map of the world is "spherical" and has no ends). Standard Diplomacy
rules apply.
-
- World War I Diplomacy (John Boardman)
- A two-player variant that that takes place on the standard map, based in the period of World War I. The game uses slightly modified standard rules.
-
- Wraparound (James Millington and Robert
Schone)
- A seven-player variant that takes place on a standard-like map but
which is topologically altered so that it has no ends. The Northern and
Southern ends of the map are connected, as are the Eastern and Western
ends, and a few other minor modifications are made. Standard Diplomacy
rules apply.
-
- Young Kingdoms II (Stephen Agar, Kedge
Neuman and Rob Nott)
- The Young Kingdom variants take place in the world of Elric of
Melnibone, a book by Michael Moorcock, using new maps. Young Kingdoms
II is a seven-player variant which uses modified rules that include a
couple of new types of units and special locations.
-
- Youngstown (Rod Walker, and others for later versions)
- A ten-player variant that takes place on an extended map that covers
Northern Africa and Asia in addition to Europe. Standard Diplomacy rules
apply, plus special rules that describe "Off Board Boxes" that
connect the Eastern and Western ends of the maps, meaning that you can
move West from the Atlantic to reach the Far East, and vice-versa.
-
- Zeus IV (Chris Northcott)
- This variant starts in 1939 and takes place on a modified map
that covers a larger area than the standard map. Standard Diplomacy
rules apply.
- Rules
(at the variantbank.org variant archive)
- Maps: [ gif ]
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