We're playing this in history class. Our teacher called it the "Friendship Killing Joypocaplyse" He intentionally separated friends when making the teams.
Thanks for explaining the rules. The instructions that come with the game board is horrible. Don’t even know what the game objective is until you go several pages into the instructions. Gave up on learning the game on first attempt with friends on one evening. We didn’t have the time or patience to plow through the poorly organized and written rule book. So just for fun, I put together this 100 word tutorial, which would serve as a helpful overview if placed at the beginning of the rule book! HOW TO PLAY DIPLOMACY GOAL: Attack & capture 18 cities RULES: 1. NEGOTIATE and write down unit(s) you will use to provide an adjacent Allie support, use to attack, or move. 2. Next... - ATTACK by out numbering enemy unit (+ number of enemy’s support/adjacent allies) with your units (+ your adjacent supporting Allie units). Losing units move to empty adjacent country or be removed. - MOVE armies to adjacent countries (1 per country) or onto adjacent ship on water to convoy across water. MOVE ships to adjacent seaside countries or adjacent waters. 3. Repeat above then add/remove units so number of units match number of captured cities. 4. Repeat
I have to play this at school tomorrow but in a way bigger version, and this was so much clearer than the long ass instruction document. Im ready to conquer some land :)
I know it's been a while since you published the video but just want to say I really look up to the work that you've done. It's all explained to clear I could play Diplomacy right away although I've never seen the board before. Harsh Rules there may definitely be but they are also logical and vivid; all thanks to you! Thank you and respect!
@@harsh-rules It's just such a fantastic and professional piece of work, really hard to go unnoticed. By the way, I'm typing from Europe, Poznań, Poland. After the current situation with epidemics is over and one day you'd like to visit my continent perhaps, please remember you have a friend here and that you're a very much welcome guest in my country. I mean it!
15:26 et seq: Austria's support order is for the German Paris army, but as written it is supporting Burgundy; and the 'translation' below the order translates 'S' as 'Moves' (compare Italy's 'translation').
Great video! I haven't played this game in years and I am hoping to introduce it to some friends (or soon to be former friends) this weekend! Keep up the great work!
I did not know this Game existed Did You know this Game is in Play Store?,But is a Little bit diferent .It's called "Conspirancy",if You want it. Edit:Just to correct the Words :-b
A unit can only support another unit into a territory that it could have moved. Since fleets can't move inland, the fleet would be unable to support the unit.
Basically, they're saying it's not risk. You're not going to make doom stacks to conquer the world with in diplomacy. You make a wall of armies and crush your enemies underneath their boots.
Heard and even owned the old version of the game but never learnt/managed to play it - but instead of only focus on Europe back before WW1, would be nice/more fun to have a WORLD version, esp. in the contemporary setting where one can play US, Russia or even Asian superpowers like China and Japan ? I am wondering while there have been more versions of Axis and Allies but there was simply no further development of this game and it still sticks to a few countries in Europe only?
What would happen in the following situation? France’s moves: Burgundy supports Munich. Munich moves to Berlin. Russia’s moves: Bohemia supports Silesia to Munich. Prussia moves to Berlin. Does Munich have to retreat? Thanks,
Burgundy cannot support Munich-Berlin as it has to be a legal move for it to support. If instead Kiel supported Munich-Berlin it would stay in Berlin and Prussia would be forced to hold. Edit: I think I misunderstood the question
Sorry after rereading I understand the question, Sil-Mun fails. The rule states "One unit not moving (hold or prevented from moving) can stop a unit or series of units from moving. Pg. 9 Para. 2 of the latest rulebook
The list is France: Marseilles, Brest UK: Liverpool, London, Edinburgh Germany: Kiel, Berlin Italy: Naples, Rome, Venice Austria: Trieste Russia: Sevastopol, St Petersburg (North Coast or South Coast) Turkey: Constantinople, Smyrna, Ankara
A BUR S A GAS - BRE? what you wrote is: Army Burgandy (italy army in bur province) supports Army gas (french army in gas province) moves in bre (french army moves in brest) Since the Italy unit is in burgundy, and is not ADJACENT to brest, therefor CANNOT support the move into brest. It CAN support the move to Paris because is ADJANT to the French army and the Italy army. For short: unit's move must be to a province into which the supporting unit could otherwise move. Hope that helps.
Not every zone in the game uses the biggest nor most important city in it's region. Sometimes they use the Region/Territory/Province name itself as a name of the area (ex; "Wales", "Prussia", etc)
@@matthewutech5970 first of all the short names match the one from turkey which makes sense because it's ANK for Ankara f.e. And then you just look at where the star is which is exactly Berlin Hamburg anf Munich. Additionally all the other countries use cities. LON- London LVP - Liverpool PAR-Paris
@@matthewutech5970 J W's point does stand that the supply center dot placed on the board for the province named for Kiel is confusingly placed at Hamburg (Kiel is ~100km north of there) and this error extends back to the first edition of the game
@@belcavendishny I mean Great Britain is called england. While the game of diplomacy pretends to capture Europe. It's actually far more concerned with how the board encourages diplomacy and conflict. This is obvious if you look at how varied the size of some regions are. Galicia weirdly borders a lot of region specifically go create tension between austria and russia. Similarly with belgium being placed smack dab between England, France, and Germany so each of them needs support of someone else to take it (early). Moments like players celebrating a couple pieces of cardboard NOT moving with their newfound ally wouldn't be as special otherwise. A lot of diplomacy variants make this mistake valuing accuracy over the gameplay itself.
There are no priorities. The players privately write up all orders as a way to make their decisions functionally simultaneous. The purpose of the "order resolution" phase is to work out which orders are: A being interfered with; B not interfered with but are unsuccessful; and C which orders achieve their objective. I'm no expert, so I don't know if this is 100% accurate, but I think that only attack orders can interfere with other orders; and also every attack order can (usually) only interfere with at most 1 target unit's order. (The only exception being that if you attack a fleet that is trying to convoy, it interferes with the orders of that fleet and the army being convoyed.) This means the interferences can only form either a chain (or tree) with 1+ start points and a single end point, or a closed loop. A chain being more common and a closed loop usually involves only 2 units attacking each other. A chain is resolved starting from the unit(s) that nobody is trying to interfere with. For example: unit A's attack on unit B is not contested and it DOES interfere with B's orders; unit B's attack on unit C can therefore NOT interfere with unit C's orders; unit C's attack on unit D DOES happen; unit D's attack/support can NOT happen; and so on. I don't know how closed loops are resolved.
@@Pystro it's important to remember that units don't attack units; rather, they move to spaces. this may sound like a pedantic minor point but actually it clears everything up. in your proposed chain, for example, unit A's movement only interferes with unit B if unit B is trying to stay put. as a result, interferences must be calculated from the other end of the chain. if unit D is trying to support some other unit, unit C cannot take its place and therefor does not move, so unit B cannot move, so unit A cannot move. in this event, the support attempted by unit D fails because it has been interfered with by C. however, if unit D is moving itself, unit C takes its place, unit B takes C's place, and unit A takes B's place.
There are a few paradoxes in the rules that have been found but, they're highly unlikely to come up in play. Like, a unit supporting a convoy onto itself while a two strength attack hits the convoy (and most rule adjudication systems say no units move if a paradox happens). I think about it this way: 1) cut support from providences under attack 2) everything else resolves Except in weird edge cases this just works. Like, two units trying to attack each other with the same strength bounce. While, three units moving in a triangle all shuffle around. Using the rules of diplomacy you can work through even very complex situations pretty quickly since you just count attack vs defense for every individual move/convoy. There is a slight extra detail that single strength attacks can be bounced by a unit that was bounced out of its target. Ie: if Paris attacks somewhere and bounces while an army Brest attacks Paris they won't move. The alternative (with Brest making it into Paris) would be super awkward to play around and encourage turtling.
I'm a bit confused as to how you gain units. If being in control over a territory means having a unit on it, how can you ever control more power centers than you have units?
You retain control over power centers as long as you were the last person to hold them after fall. Ie: if england moves out of London they still control it. Until someone manages to capture it (and hold it until the end of fall). I think the physical game has tokens to track who owns what province.
John Gunn The United Kingdom was established in 1707. I think the only thing the board game is trying to say is that England controlled the isles and was the powerhouse. Like you said.
Tbh, most folks in the world don't realize theres much difference Between Great Britain, UK, and England. Hell, I can hardly remember the exact difference between Great Britain and England. It should also be noted that Ireland is NOT an available territory in Diplomacy, so all the "UK's" starting territories are based on the english island, so it wouldn't be too questionable to call the UK's forces the English.
Wait, I don't understand stage 5. So at the start of the game, you control 3 power centers, and you place a fleet or army at those power centers. If you move one away from them you lose control of the power center, so how does any unit not always disappear at the end of the turn unless it moves to a power center adjacent to one that it started with? Unless "control" is defined differently, which I don't recall you mentioning in the video Because the other thing is, how would units spawn in a power center? because if you don't have units there, you don't control them. so no units would spawn? (how do you control more power centers than you have fleets or armies?) or how would you move a unit to a non power center without it immediately disbanding because you now control one less power center? clearly control isn't defined by having a unit there... Maybe i missed it, I watched the video in its entirety and i jumped around a bit to see if maybe i missed teh definition of "control"...
You would only lose control of one of your power centers if another player occupies it at the end of a Fall turn, otherwise you would still have control of it despite not having a unit placed there, hope this helps :)
@@ansyyxux this is not true. Your units can't cut support from your own units or dislodge them. Ie: if you attack your own unit with strength two nothing will move (this can also technically defend a province that's bouncing somewhere else because you can't take a province unless your attack is the strongest. Oh for the cutting support thing is a flavor thing I belive. I don't think there would be a situation where cutting your own support is useful but, if would be weird to command your armies fight so the rules say it can't happen.
:25 sec in, and you've got something wildly wrong. Diplomacy was NOT originally published by Avalon Hill in 1959. It was self-published by Calhamer, then got a publisher (big brown box, iirc) then acquired by Avalon Hill in, I think, the 1970s.
It doesn't take 6 hours, it takes 4 years.
That’s when someone steamrolls the board!
That's what happens when you put 7 extremely good players on a board that are going for solo or bust.
I play this with my history teacher,
I can not trust that man in that game
We're playing this in history class.
Our teacher called it the "Friendship Killing Joypocaplyse"
He intentionally separated friends when making the teams.
@@liamhenderson7367 When you chat in class too much.
Diplomacy is the art of bullsh***ing
"A gentleman is a man who says one thing while he thinks another."
I bet he tries to recreate WW1 half of the times you play
A Smy - Ank
Crimean crusher? Genocide opening.
I'm sure someone's said it already ... :D
"Ah, Diplomacy. Destroying Friendships Since 1959 ..."
Hahah, it's hilarious.
I think this is the most underrated game of the world. No one knows about it but this game is a piece of art
Also underrated: Go/Weiqi/Baduk.
Chess with moves made through negotiation... The US has made it a rule never to negotiate. Let's see how that plays out in a multi-polar world...
Thanks for explaining the rules. The instructions that come with the game board is horrible. Don’t even know what the game objective is until you go several pages into the instructions. Gave up on learning the game on first attempt with friends on one evening. We didn’t have the time or patience to plow through the poorly organized and written rule book. So just for fun, I put together this 100 word tutorial, which would serve as a helpful overview if placed at the beginning of the rule book!
HOW TO PLAY DIPLOMACY
GOAL: Attack & capture 18 cities
RULES:
1. NEGOTIATE and write down unit(s) you will use to provide an adjacent Allie support, use to attack, or move.
2. Next...
- ATTACK by out numbering enemy unit (+ number of enemy’s support/adjacent allies) with your units (+ your adjacent supporting Allie units). Losing units move to empty adjacent country or be removed.
- MOVE armies to adjacent countries (1 per country) or onto adjacent ship on water to convoy across water. MOVE ships to adjacent seaside countries or adjacent waters.
3. Repeat above then add/remove units so number of units match number of captured cities.
4. Repeat
I have to play this at school tomorrow but in a way bigger version, and this was so much clearer than the long ass instruction document. Im ready to conquer some land :)
at APU?
I know it's been a while since you published the video but just want to say I really look up to the work that you've done. It's all explained to clear I could play Diplomacy right away although I've never seen the board before. Harsh Rules there may definitely be but they are also logical and vivid; all thanks to you! Thank you and respect!
Thanks, Jay. I appreciate it.
@@harsh-rules It's just such a fantastic and professional piece of work, really hard to go unnoticed. By the way, I'm typing from Europe, Poznań, Poland. After the current situation with epidemics is over and one day you'd like to visit my continent perhaps, please remember you have a friend here and that you're a very much welcome guest in my country. I mean it!
@@zkrwiikosci Thanks! Always good to have friends!
Thank you, i hate to insist but “Churchill” will make a lot of people very happy!
I'm reading over the rules. I haven't forgot about you guys.
You Got a coment from the creater himself you must be good friiiinds
15:26 et seq: Austria's support order is for the German Paris army, but as written it is supporting Burgundy; and the 'translation' below the order translates 'S' as 'Moves' (compare Italy's 'translation').
I'm glad you clarified this, I was confused by it too!
Yay! Finally.
P.S. is anyone else getting twitches in the audio? They caught me off guard while I watched the video on my phone
I did as well.
Yes I did.
Yup.
I’m guessing he did the audio in multiple parts a made some mistakes editing it together.
6:28 CORRECTION: Players with fewer Power Centers than Units lose Units
Mars Wong I was confused by that at first but understood when he reviewed that same fact near the end
@@possibilityspace 🤓
@3:20 The German units are listed with Turkish abbreviations. It should list Berlin, Keil and Munich.
Great video! I haven't played this game in years and I am hoping to introduce it to some friends (or soon to be former friends) this weekend!
Keep up the great work!
I did not know this Game existed
Did You know this Game is in Play Store?,But is a Little bit diferent .It's called "Conspirancy",if You want it.
Edit:Just to correct the Words
:-b
Yep. Conspiracy is based on Diplomacy. There is another game in playstore, Diplicity, that showcases this game.
Thank you for this video. Keep up the good work.
6:24 isn’t more power centers than units the same as fewer units than power centers?? what is the difference
what would happen if italy also decides to attack paris instead of support
The french and italian moves bounce off each other, unless the austrian army provides support to one of the incoming attacks.
Question - I assume a fleet can’t support an army inland and, secondly, if a fleet attacks another fleet in convoy, does that disrupt the convoy?
A unit can only support another unit into a territory that it could have moved. Since fleets can't move inland, the fleet would be unable to support the unit.
no, attacking doesn't disrupt the convoy.
@@dzidkapl But dislodgment does.
Page 14: Dislodgment of a fleet in a convoy causes the convoy to fail.
@@margaritakouzi5630 Are you able to read properly? I know how to play this game and you don't have to teach me.
What’s the rule on the distance an army can support another army? how many provinces away.
The supporting unit would have to have been able to attack the territory they support into
3:07. Pretty sure Germany doesn't start with units in Constantinople, Smyrna and Ankara.
So in other words “only one unit in a province at a time” means only one player can be in a province at a time
Yes, and that player can only have either one army or one fleet in that province
Basically, they're saying it's not risk. You're not going to make doom stacks to conquer the world with in diplomacy. You make a wall of armies and crush your enemies underneath their boots.
Heard and even owned the old version of the game but never learnt/managed to play it - but instead of only focus on Europe back before WW1, would be nice/more fun to have a WORLD version, esp. in the contemporary setting where one can play US, Russia or even Asian superpowers like China and Japan ? I am wondering while there have been more versions of Axis and Allies but there was simply no further development of this game and it still sticks to a few countries in Europe only?
Very well explained.
Is it possible to move from Spain to Africa with an army or must a convoy be used? It would be useful to know it is definitely not possible.
They're not connected so you need a convoy. Strangely an army can walk from Denmark to Scandinavia.
What would happen in the following situation?
France’s moves: Burgundy supports Munich. Munich moves to Berlin.
Russia’s moves: Bohemia supports Silesia to Munich. Prussia moves to Berlin.
Does Munich have to retreat?
Thanks,
Burgundy cannot support Munich-Berlin as it has to be a legal move for it to support. If instead Kiel supported Munich-Berlin it would stay in Berlin and Prussia would be forced to hold.
Edit: I think I misunderstood the question
Sorry after rereading I understand the question, Sil-Mun fails. The rule states "One unit not moving (hold or prevented from moving) can stop a unit or series of units from moving. Pg. 9 Para. 2 of the latest rulebook
Where do new armies appear when you capture strategic points? And where fleets do?
At around 14:00 what would happen if both France and Italy attacked Paris without supporting each other? Would it be a standoff?
yes
How do you gain fleets?
Build them in your coastal home provinces
The list is
France: Marseilles, Brest
UK: Liverpool, London, Edinburgh
Germany: Kiel, Berlin
Italy: Naples, Rome, Venice
Austria: Trieste
Russia: Sevastopol, St Petersburg (North Coast or South Coast)
Turkey: Constantinople, Smyrna, Ankara
I so remember playing this in the late 80s. We came together as friends and departed as enemies 😂
There are some errors in the listing of starting positions of units.
I have a question.
In 12:33 what would happen if Italy wrote:
A BUR S A GAS - BRE?
A BUR S A GAS - BRE?
what you wrote is: Army Burgandy (italy army in bur province) supports Army gas (french army in gas province) moves in bre (french army moves in brest)
Since the Italy unit is in burgundy, and is not ADJACENT to brest, therefor CANNOT support the move into brest. It CAN support the move to Paris because is ADJANT to the French army and the Italy army.
For short: unit's move must be to a province into which the supporting unit could otherwise move.
Hope that helps.
@@therunningpepperoni4862 Hey man. Thanks for the help :) yeah it made sense.
The german power cities are wrong. I dont own the game but I think those are Hamburg, Berlin and Munich based on my knowledge as a German.
Not every zone in the game uses the biggest nor most important city in it's region. Sometimes they use the Region/Territory/Province name itself as a name of the area (ex; "Wales", "Prussia", etc)
@@matthewutech5970 first of all the short names match the one from turkey which makes sense because it's ANK for Ankara f.e.
And then you just look at where the star is which is exactly Berlin Hamburg anf Munich.
Additionally all the other countries use cities.
LON- London
LVP - Liverpool
PAR-Paris
@@matthewutech5970 J W's point does stand that the supply center dot placed on the board for the province named for Kiel is confusingly placed at Hamburg (Kiel is ~100km north of there) and this error extends back to the first edition of the game
@@belcavendishny I mean Great Britain is called england. While the game of diplomacy pretends to capture Europe. It's actually far more concerned with how the board encourages diplomacy and conflict. This is obvious if you look at how varied the size of some regions are. Galicia weirdly borders a lot of region specifically go create tension between austria and russia. Similarly with belgium being placed smack dab between England, France, and Germany so each of them needs support of someone else to take it (early).
Moments like players celebrating a couple pieces of cardboard NOT moving with their newfound ally wouldn't be as special otherwise.
A lot of diplomacy variants make this mistake valuing accuracy over the gameplay itself.
@@solsystem1342 this is a good point. calling it an "error" imparted judgment unfairly.
Where did you get the pictures of the fleets and armies?
I scanned the game pieces and used the images.
What is the tune at the beginning. I've heard it before but can't recall
Thanks for the vidéo
I don't understand what orders have priority over others, specially when one can ruin another one if it is played first. Is there a system?
There are no priorities. The players privately write up all orders as a way to make their decisions functionally simultaneous. The purpose of the "order resolution" phase is to work out which orders are:
A being interfered with;
B not interfered with but are unsuccessful; and
C which orders achieve their objective.
I'm no expert, so I don't know if this is 100% accurate, but I think that only attack orders can interfere with other orders; and also every attack order can (usually) only interfere with at most 1 target unit's order. (The only exception being that if you attack a fleet that is trying to convoy, it interferes with the orders of that fleet and the army being convoyed.) This means the interferences can only form either a chain (or tree) with 1+ start points and a single end point, or a closed loop. A chain being more common and a closed loop usually involves only 2 units attacking each other. A chain is resolved starting from the unit(s) that nobody is trying to interfere with. For example:
unit A's attack on unit B is not contested and it DOES interfere with B's orders;
unit B's attack on unit C can therefore NOT interfere with unit C's orders;
unit C's attack on unit D DOES happen;
unit D's attack/support can NOT happen;
and so on.
I don't know how closed loops are resolved.
@@Pystro it's important to remember that units don't attack units; rather, they move to spaces. this may sound like a pedantic minor point but actually it clears everything up. in your proposed chain, for example, unit A's movement only interferes with unit B if unit B is trying to stay put. as a result, interferences must be calculated from the other end of the chain. if unit D is trying to support some other unit, unit C cannot take its place and therefor does not move, so unit B cannot move, so unit A cannot move. in this event, the support attempted by unit D fails because it has been interfered with by C. however, if unit D is moving itself, unit C takes its place, unit B takes C's place, and unit A takes B's place.
There are a few paradoxes in the rules that have been found but, they're highly unlikely to come up in play. Like, a unit supporting a convoy onto itself while a two strength attack hits the convoy (and most rule adjudication systems say no units move if a paradox happens).
I think about it this way:
1) cut support from providences under attack
2) everything else resolves
Except in weird edge cases this just works. Like, two units trying to attack each other with the same strength bounce. While, three units moving in a triangle all shuffle around. Using the rules of diplomacy you can work through even very complex situations pretty quickly since you just count attack vs defense for every individual move/convoy.
There is a slight extra detail that single strength attacks can be bounced by a unit that was bounced out of its target.
Ie: if Paris attacks somewhere and bounces while an army Brest attacks Paris they won't move. The alternative (with Brest making it into Paris) would be super awkward to play around and encourage turtling.
Where did you get these? I barely got my hands on A&A classic...
I got Diplomacy off of Amazon ages ago. I just checked and it's still available for like $19 in the U.S. It's practically a steal at that price.
You have to fix the list of provinces in Germany. Minute 2:00. You've listed Turkey provinces, instead of German provinces.
Does Anthony Blinken know about this game? Perhaps someone should tell him...
Thank you sir
Can a army support only a unit right next to it or anywhere on the map?
Only right next to it.
I'm a bit confused as to how you gain units. If being in control over a territory means having a unit on it, how can you ever control more power centers than you have units?
You retain control over power centers as long as you were the last person to hold them after fall.
Ie: if england moves out of London they still control it. Until someone manages to capture it (and hold it until the end of fall). I think the physical game has tokens to track who owns what province.
@@solsystem1342 Ah that makes sense. Thank you!
HELLO FRIEND, HOW MUCH SHOULD IT COST THE GAME FOR COMPLETE ORIGINAL PC
HELLO FRIEND, I AM NOT SURE ABOUT THAT SORRY MAYBE SOMEONE ELSE KNOW
JUST STOP WITH CHATTING IN CAPITAL LETTERS
HELLO FRIEND, I DO NOT BELIEVE THAT WHOEVER YOU WERE WRITING THIS COMMENT TO KNOWS YOU.
Unnecessary bit of French bashing at 7.00.
Yeah I found it gratuitous and slightly toxic
"unnecessary bit of French bashing," incidentally enough, is also an apt descriptor of the entire period from 1812-1958
It was very necessary.
I cannot find this game in app store?What is its name in the app store?
Conspiracy
Chess.
The German army represented by a black canon represents, stereotypically is in Paris!
Idk if i like being spoken to as a child or not
On one hand it's degrading
On the other, i'm still a bit confused even with this explanation
Trust im still confused gonna have to learn the rest as I go along
@@anasjama5339 literally same 😂
Seriously it’s called Britain or the UK not England it’s not all England
John Gunn The United Kingdom was established in 1707. I think the only thing the board game is trying to say is that England controlled the isles and was the powerhouse. Like you said.
Tbh, most folks in the world don't realize theres much difference Between Great Britain, UK, and England. Hell, I can hardly remember the exact difference between Great Britain and England. It should also be noted that Ireland is NOT an available territory in Diplomacy, so all the "UK's" starting territories are based on the english island, so it wouldn't be too questionable to call the UK's forces the English.
The person who made the game made a mistake and called it England.
Wait, I don't understand stage 5. So at the start of the game, you control 3 power centers, and you place a fleet or army at those power centers. If you move one away from them you lose control of the power center, so how does any unit not always disappear at the end of the turn unless it moves to a power center adjacent to one that it started with? Unless "control" is defined differently, which I don't recall you mentioning in the video
Because the other thing is, how would units spawn in a power center? because if you don't have units there, you don't control them. so no units would spawn?
(how do you control more power centers than you have fleets or armies?)
or how would you move a unit to a non power center without it immediately disbanding because you now control one less power center?
clearly control isn't defined by having a unit there... Maybe i missed it, I watched the video in its entirety and i jumped around a bit to see if maybe i missed teh definition of "control"...
You would only lose control of one of your power centers if another player occupies it at the end of a Fall turn, otherwise you would still have control of it despite not having a unit placed there, hope this helps :)
What
I stopped at the cough
why didn’t he cut that part out 😂😂
can a fleet from another player convoy your army?
Yes, the way you interact with other players' units are the same as with your own
@@ansyyxux this is not true. Your units can't cut support from your own units or dislodge them.
Ie: if you attack your own unit with strength two nothing will move (this can also technically defend a province that's bouncing somewhere else because you can't take a province unless your attack is the strongest.
Oh for the cutting support thing is a flavor thing I belive. I don't think there would be a situation where cutting your own support is useful but, if would be weird to command your armies fight so the rules say it can't happen.
Man straight up says Edin Burg not Edin Bruh
Makes me uncomfortable
Disrespecting the Scots is a Diplomacy tradition (note how the United Kingdom is referred to as 'England')
@@belcavendishny I’m an Aussie and I don’t even make those mistakes
@@Deadralord777 this is what happens when you let americans design a game set in europe
I left at 0:35
😱
:25 sec in, and you've got something wildly wrong. Diplomacy was NOT originally published by Avalon Hill in 1959. It was self-published by Calhamer, then got a publisher (big brown box, iirc) then acquired by Avalon Hill in, I think, the 1970s.
Sgaerag
It is my ovn coment and i dont uderstader
Its a sea
My name is Christian tihihi