Alliance-Breaking, Double-Crossing
and the
Balance of Power Principle
By Gene Prosnitz
One of the most neglected areas in Diplomacy, especially in the postal game, is the art
of alliance-breaking. A player who is in the process of being conquered by two or more
enemies will frequently make no effort to change the power line-up, but will just sit back
passively and await the inevitable defeat. Of course, alliance-breaking is not easy, and
it’s usually wiser for the allies to stick together until they’ve completed the
job (for reasons to be discussed later in this article), but there are various techniques
which can be tried.
First, the one-sided offer. Usually, agreements between powers should be on a 50/50
basis, or close to it, but when one side has a much better bargaining position this is not
so. Then you’re trying to break an enemy alliance, you may make headway by
offering one of your foes a deal which is tremendously one-sided in his favour, and is
just too good for him to turn down. For example, suppose that, as Turkey, I’m
fighting Austria and Russia. I might offer to support Austria into both Rumania and
Sevastopol (both belonging to Russia), and ask nothing in return. There’s nothing
wrong in being very generous with a third party’s possessions.
If you are in the unfortunate position of being the victim of a three-way attack (as
seems to happen to Austria, for example, very often these days), the three powers will
undoubtedly have to fight among themselves after they’ve wiped you out. Try to pick
the enemy power that is most likely to end up on the short end of the stick, and detach
him from the alliance. For example, if two of your three enemies are from the same city,
and the third is from a different geographical area, the two neighbours are likely to stay
allied - so this should be pointed out to the third. Or suppose one of the three
aggressors stands to get the smallest portion of your territory (e.g., in a three-way
attack on France, England usually comes out without too much - i.e., just one supply
centre, Brest) -- work on him, trying hard to get him to shift sides.
Sometimes one of the powers involved in a three-way attack seems very likely to be
"caught in the middle" because of the position on the board. For example,
France, Germany, and Russia all attack England; afterwards, Germany is in between France
and Russia - therefore, England should probably concentrate its efforts on detaching
Germany from the alliance.
When you are the victim of a two-way alliance, it’s often more difficult to
convince one of the allies to change sides. For one thing, two powers working together
closely are more likely to stick together, even after you’re defeated. Also, if
they’re successful, the rewards are greater - the pie only has to be cut two ways.
With either a two-way or a three-way alliance, things frequently work out so that one ally
emerges much stronger than the other(s). If things are pointing in that direction, show
the weaker ally how his compatriot is taking advantage of him. Very often one of the
allies will have engaged in double-dealing, making a phoney agreement with you and, at the
same time, an "honest" agreement with his true ally. Point this out to the other
party, and perhaps the two of you can get together against the double-dealer.
Suppose all rational methods of persuasion fail. You might them try
"kamikaze" tactics. This entails concentrating your forces in one direction, as
a way of showing one particular enemy that, no matter what happens to you, you’re
going to make sure he doesn’t get any of the spoils, and the lion’s share goes
to the others. This may convince him that he should make peace with you. Of course, this
tactic often means that you leave your rear unguarded and get wiped out even more quickly,
so it should be treated as a last resort.
Closely related to this is the threat to throw the game to one of your enemies if the
other doesn’t co-operate with you. I consider this a legitimate tactic, as
you’re just trying to save your own neck, and it’s up to the party with whom
you’re trying to deal to preserve the balance of power, since he can do so by making
concessions to you, or making peace, and still remain in a good position.
What about multiple-game alliances? This raises serious ethical questions. Obviously if
someone double-crosses me or shows himself to be a selfish ally in one game, I’d be
less likely to deal with him the next time we cross oaths, other things being equal.
However, when it gets to the point of saying, "Unless you change sides and join me in
game A, I’ll attack you in game B", I feel the boundaries of proper Diplomacy
have been transcended, because deals of this type give an unfair advantage to players who
are in a lot of games. However, it seems to me that thinking of this type, even if not
expressed, will at least go on subconsciously, and is difficult, if not impossible, to
curtail.
Turning to the question of when, and how, to double-cross -- when contemplating a
"double-cross" (or, to put it more euphemistically, a "shifting of
alliances" - which may be a lesser category of backstab), one must weigh the
immediate gain against the following considerations: (1) Will you need to deal with the
victim again in this game? (2) How will this affect your dealings with him in other games
(concurrent or future)? (3) How will this affect the other players’ opinion of your
trustworthiness?
First, the question of first-move strategy. I’ve noticed that a number of players
enter into inconsistent alliances at the beginning of the game - e.g., Austria forms an
anti-Turkish alliance with Russia, forms an anti-Russian alliance with Turkey, and breaks
one of them. The argument is that if you write to everybody, you’re more likely to
get an ally.
However, this reasoning is somewhat faulty. Suppose, in the above example, that Austria
writes to Russia and gets turned down. Chances are that Russia and Turkey are already
allied and a letter to Turkey at this point would do no good. On the other hand, maybe
Austria would have gotten results by writing to Turkey right away, before the Turks and
Russians got together - so there’s no clear answer. I consider the question of what
negotiations to enter into at the start of a game to be the most difficult problem in
Diplomacy.
On balance, however, I think that the practice of making inconsistent alliances and
following them up with first-year (or second-year) double-crosses is unwise. For one
thing, once you get a reputation for doing this, players are less likely to deal with you
at the beginning of a game, and this can be disastrous. Also, the backstab in this case
does not have the effect of knocking your enemy out of commission; you may need his help
later in the game, and have a tough time getting it.
In a game in which I’m playing Italy, for example, Austria made alliances with
Italy, Russia, and Turkey the first move, and immediately double-crossed both Russia and
Italy. He gained a momentum - i.e., he acquired Galicia and kept Italy out of
Tyrolia,
which he could not have done if his intentions had been known in advance. However, this
compensation was not nearly enough when compared with the price he paid concerning his
chances for future dealings with the Russian and Italian players. The result, which could
be foreseen, was that, shortly thereafter, Austria made what he thought was a deal with
Russia. However, Russia, feeling that one good turn deserved another, double-crossed
Austria, who was then almost completely destroyed in a short time.
Another point - if you enter into inconsistent alliances, the players may let each
other know about your double-dealing. Or, worse yet, they may prove your double-dealing by
sending each other copies of your letters.
In my opinion, the best time to double-cross another player is not when it’s a
question of a small gain, but rather when the backstab will cripple him beyond repair.
Thus, you won’t have to worry about whether or not this player will ever trust you
again in this game, because you’ll have no need to deal with him anymore; he’ll
be in no position to hurt you. If your ally is foolish enough to leave himself wide open
for this sort of thing, it’s his own funeral.
On the other hand, it’s best to be scrupulously honest in the small-scale promises
and deals which go on all the time between allies. If you lie to an ally or a friendly
neutral in a small matter, where you don’t actually intend to declare war on him,
you’re sowing seeds of mistrust without gaining any great benefits. My philosophy is
to be completely truthful in about 95% of my dealings and correspondence, and to hope
other players become aware of this. However, the other 5% of the time they’ll get hit
with everything but the kitchen sink. Similarly, it’s unwise, in my opinion, to offer
false promises to an enemy who’s trying to make a deal with you and is already on the
ropes, if you can defeat him by straight-forward play.
With respect to the balance-of-power principle - this is mentioned because of the
disturbing tendency, in many postal games, for a player to ally with a strong neighbour
against a weak neighbour, instead of the other way around.
My understanding has always been that the object of the game is to win (or tie), or, if
you can’t do that, to prevent someone else from winning. If you permit another power
to conquer Europe, you should get no credit for finishing second. However, this does not
seem to be universally accepted. For example, I was playing in one game where Russia had
17 supply centres, yet the other six powers were all squabbling among themselves!
The situation where two allies attack a third, and continue the attack until the victim
is obliterated, is quite common. If the two allies in this situation expand at equal
strength, it’s quite feasible. However, if one of the allies is getting much the
better of it, the logical thing would be for the other ally to switch sides, to prevent
the first party from winning or gaining a significant edge. When one country becomes
significantly strong, all his neighbours should rally against him.
Sometimes a single expeditionary force can help restore the balance of power. In a
recent over-the-board game wherein France was doing quite well, Italy, who was not really
fighting France (being engaged primarily on the Eastern front), sent a solitary fleet into
the Mid-Atlantic. This manoeuvre didn’t really help Italy at all (at least in the
short-term sense), but, by harassing France considerably, it helped to restore the balance
of power in Western Europe.
Many players feel they can wait until a power obtains 14 or 15 supply centres before
uniting against it. However, this often proves fallacious, as difficulties in
communication and co-ordination, as well as lack of trust, usually result in giving the
front-runner an easy victory at this point in the game.
Reprinted from Diplomania No.18 (October 1967)
|