One of the most interesting, enlightening and exciting games I played last year wasn’t even a video game. Insane, isn’t it? I mean, the way we played it, it might as well have been a video game: a computer-based program was used to resolve our actions, and the primary methods of communication were IM, Skype and e-mail. But, make no mistake: Diplomacy, in all of its available new-media dressings, is a true, dyed-in-the-wool board game. And it’s a gas.
Diplomacy is a game where you take control of a dawn-of-the-20th-century European superpower, and, through diplomacy and war, attempt to dismantle the continent, piece by piece, until it belongs to you. The rules are incredibly simple, and rightly so: they are not the centrepiece of this game. In essence, it is a game of two being stronger than one, and three being stronger than two, and so on. Without allies, you will lose. But, everyone playing wants to win in their own right. What results are a series of shaky pacts based on delivering a blow to the player/empire with whom you’ve just made another (obviously even shakier) pact.
What made it truly great is that I played with six other people who I consider to be among my best friends. We (almost) all went to high school together, hung out together virtually all the time (before half of us moved around the country) and know each other incredibly well. And, since this is a game of psychology, it made for an incredibly satisfying game. All of us were engaging in our first game of Diplomacy, and we all had pretty different ideas of how games work, and how we intended to win. If you’ll indulge me, I am going to try to explain the seven of us, and I’m sure you can see where the conflict might occur:
Austria: Matt. Unfortunately, Matt didn’t get a chance to leave his imprint on the game, having three handicaps going in: one, Austria is surrounded by three nations and a glut of resources, making him an easy target; two, a reputation for being very good at strategy games, which painted a bullseye on his back very early; and, three, his own brother in nearby Italy, meaning an alliance was incredibly likely (this didn’t exactly work out, though, as I’ll explain later). Matt was the first player to be eliminated.
France: Will (that’s me!). Somehow I was one of the two “winners” (not technically, though). One of my greatest strengths going into this game was that I am, as far as I know, a pretty agreeable person. I was constantly brokering deals, taking only what was mine, at first, waiting to see what aggressive actions other would take before deciding what I would do. My greatest weakness, this game has taught me, is my trust of other people. I had (what I thought were) unwavering alliances with three players over the course of the game who betrayed me at one stage or another. This nearly sank me; thankfully, a combination of good positioning (France is great for stalemating those who are trying to crush you) and infighting among my enemies allowed me to strike back and survive until the end.
Germany: Gavin. I don’t think I’ve ever met anyone quite like Gavin. He’s a high school teacher with an almost Aspergerian obsession with game mechanics (or, at least, that’s what I screamed at him, replete with expletives, at least once in Skype conversation). I first started hanging out with Gavin years ago when I joined a D&D group. He was the one who had the combo wizard-priest that could win virtually any encounter alone, due to his exhaustive knowledge of third edition (and his blatant disregard for taste, as far as metagame exploitation went). It became evident after a few turns that he was probably the best player, game-wise, out of all of us. His ability to use logic to support his moves was virtually untouchable. However, he was the king of the backstab, and this led to his undoing (which, to this day, he states, never happened: in his mind, he was part of a three-way draw, as that’s what the rules state. Since “surrender” is not an in-game order, he maintains that he could not and did not surrender, and is one of the three “winners”).
Italy: Greg. Greg has been one of my closest friends throughout my life, but I still think the best way to describe him is as an enigma. He is a competitive gamer: at one point, he was a part of the semi-professional Counter-Strike circuit, and only quit because he was in high school and his parents wouldn’t let him fly to Texas to compete for a big cash prize. If there’s one thing he loves about games like this, it’s the ability for him to unleash his unpredictable nature and fuck with people. If you don’t believe me, ask his brother, Matt, who was out in four turns because his alliance with his brother ended just because Greg thought it’d be more interesting that way.
Russia: Angus. The token pacifist, Angus is the kind of guy who doesn’t want to fight with people, and only will if an ally asks him to. Where my philosophy is more of an isolationist, “wait and see” approach, his is much more Gandhi. While this is an awesome way to look at real life, it didn’t really translate to success in-game, as he never ended up taking a single territory from another player, and was the second player to lose. Still, gaining him as an ally was vital for two of the game’s major players, and he played a pretty big role in the Eastern theatre.
Turkey: Andy. A leader at heart, Andy has always been the one who convinces everyone to come out and do things when we all hung out in real life (before half of us moved halfway across the country). Andy’s pretty much an open book, and there are two things you can be sure of in any situation: he is as loyal as anyone comes, but if you cross him, he will never forget. In a game like Diplomacy, a reputation like that makes you incredibly powerful. You can be confident knowing that you will only be attacked by people who are sure that they can take you because if they can’t, you will chase them to the ends of the Earth (or Europe, I suppose). Out of the three people who survived, he’s the one I’ve written least about, and I think that speaks volumes about how he plays these games: it’s simple, but it’s powerful. He’s charismatic and clever.
United Kingdom: Travis. If there’s one word that describe’s Travis’s MO, it’s “diabolical.” He’s not a griefer, but he delights in crushing his enemies. Where Gavin can be almost robotic in his drive to win games, Travis brings a touch of evil to his playing. He doesn’t get anything out of simply winning– he believes that winning can be hollow, and losing can still be fun, sometimes. But he wants to compete, and as such, he can be mercenary. Finding the Achilles heel of his enemies is where he shines.
I will be posting more about the results of the game in the near future, but I realized that this article is already in “page down several times” territory, so I am going to split it up. I will do a series of articles on how the game unfolded, and a final article on my impressions.


