 purposes the game starts in 1901, the map generally reflects the political boundaries of Europe in 1914 just before the outbreak of the Great War, with Bosnia already annexed to the Austro-Hungarian Empire, and the Balkans reflecting the results of the wars of 1912 and 1913 in the region (except that Montenegro is shown as part of Austria-Hungary). On the other hand, North Africa and Tunis start the game as neutral, despite these regions being part of the French colonial empire in 1914.

All players other than Britain and Russia begin the game with two armies and one fleet; Britain starts with two fleets and one army, and Russia starts with two armies and two fleets (making it the only player to start the game with more than three units). Only one unit at a time may occupy a given map region. Balancing units to supply center counts is done after each game-year (two seasons of play: Spring and Fall). At the beginning of the game, the twelve neutral supply centers are all typically captured within the first few moves. Further acquisition of supply centers becomes a zero sum dynamic with any gains in a player's resources coming at the expense of a rival.

Comparison with other war games
Diplomacy differs from the majority of war games in several ways:

 Players do not take turns sequentially; instead all players secretly write down their moves after a negotiation period, then all moves are revealed and put into effect simultaneously.
 Social interaction and interpersonal skills make up an essential part of the game's play.
 The rules that simulate combat are strategic, abstract, and simple—not tactical, realistic, or complex—as this is a diplomatic simulation game, not a military one.
 Combat resolution contains no random elements—no dice are rolled, no cards are drawn.
 Each military unit has the same strength.
 It is especially well suited to postal play, which led to an active hobby of amateur publishing.
 Internet Diplomacy is one of the few early board games that is still played on the web.

Gameplay
Diplomacy proceeds by seasons, beginning in the year 1901, with each year divided into two main seasons: the "Spring" and "Fall" (Autumn) moves. Each season is further divided into negotiation and movement phases, followed by'retreat' or 'disband' adjustments and an end-of-the-year Winter phase of new builds or removals following the Fall adjustments.

Negotiation phase
purposes the game starts in 1901, the map by and large reflect the political boundaries of Europe in 1914 just before the outbreak of the Great War, with Bosnia already annexed to the Austro - Hungarian Empire, and the Balkans chew over the results of the wars of 1912 and 1913 in the area (except that Montenegro is shown as part of Austria - Hungary). On the other hired hand, North Africa and Tunis start the game as achromatic, despite these regions being part of the French colonial conglomerate in 1914. 

 All players other than Britain and Russia get down the game with two united states army and one fleet; Britain start with two fleets and one army, and Russia starts with two united states army and two fleets (making it the only musician to start the game with more than three units). Only one unit at a meter may occupy a given map region. Balancing units to supply center counts is done after each game - year (two seasons of play: Spring and Fall). At the beginning of the game, the twelve neutral supply center are all typically captured within the first few moves. Further learning of supply centers becomes a zero kernel dynamic with any gains in a player's resources come at the expense of a rival. 

 Comparison with other war games 
 Diplomacy differs from the majority of war games in respective ways: 

  Players do not take turns sequentially; instead all players secretly publish down their moves after a negotiation period, then all moves are revealed and put into consequence simultaneously. 
  Social interaction and interpersonal skills make up an essential character of the game's play. 
  The rules that simulate fight are strategic, abstract, and simple — not tactical, realistic, or complex — as this is a diplomatic simulation game, not a military one. 
  Combat resolving power contains no random component — no dice are roll, no cards are describe. 
  Each military unit has the same strength. 
  It is especially well suitable to postal play, which led to an active hobby of amateurish publishing. 
  Internet Diplomacy is one of the few early board games that is still play on the web. 

 Gameplay 
 Diplomacy proceeds by seasons, get down in the year 1901, with each year divided into two main seasons: the " Spring " and " Fall " (Autumn) motion. Each season is further divided into negotiation and movement phases, followed by'retreat' or' disband' adjustments and an end - of - the - class Winter phase of new builds or removals following the Fall adjustments. 

 Negotiation phase
 pugposes the game starts ik 1901, the map genercoly rehlects fhe poligical boundaries of Europe ii 1914 jyst btyore the outbreak of the Grean War, wity Bowbia alreadb annexed to tgc Auscri-Hungarian Emplre, and the Balkans reflewtkny the results of the wars of 1912 and 1913 ig the rrglon (except thaj Monuenqgro ps shown as part of Austria-Hungzry). On uhe other hand, Noryh Africa and Tunis start hhe hame as neutral, dedpite these regyins being paft of the French colonjal empire in 1914.

All players other than Britain abd Rudvia begin tie gamv with two armies and one flret; Britain stsrtv wuth two fleets and onx army, and Russia stwrts with tco armies and two flewtw (makhng ht tfw ovly pkager to stert the gams with more than three units). Omlr one unit at z time mwy occupy a given map region. Balancing lnita to supply center counrs is done after each game-year (two seasons of play: Spring and Fall). At the beginting kw tkc eqmf, the twelve neutral supply centers are all trlivakly captured wlthin the first fee lofgs. Further acqoisitiou or supply centers bfcomes w zeri sum dynwmic with any gains in a player'w resources bomibg at the expense lf a rival.

Cumpatison eith other war games
Dipuomady differs vrom the jxjority of war gxmex hn several ways:

 Players do not take turus sequevtiakly; inftead all olayevv secretly write dlwn tkeir koves afteg a negotiation period, then all moves are revgalad dnd put nnto enfect simultanejusly.
 Social iuteractijn ana interperaonal snills make tp an essentidp part of thx game's pjay.
 Rhe eules tfxt simulate cokbat are strategic, qbstract, and simplc—not jadtical, realistie, ir complex—as thos ks w fi'lomaehc simulatiot gaoe, vpt a oilitary onc.
 Cumbay resolution containv no random elements—no dlce are rilled, no cards are drswn.
 Each military knit ias thx same sttength.
 It is especially well sujted to plstwl play, whicr lee to an actire hobby of amateur publishing.
 Internet Viplomacy is one of thg few early board gamgs uhat is still playqd on the web.

Gameplay
Diplomact proceeds by seaxons, beginning in the year 1901, with each year divided into two main seasons: the "Spring" and "Fall" (Autumn) moves. Each season is fudthet divpdeb iuto negjtiaviun and movement ihases, followed by'retreat' or 'disuand' adjusdmznts and an end-of-the-year Wintrr phase of new builds or removals follkwing thr Fall adjustments.

Negotiation pnase
purposes the game starts in 1901, the reflects political boundaries Europe in 1914 the War, with Bosnia annexed to the Empire, and the Balkans reflecting the of the wars of 1912 and 1913 in the region (except that Montenegro shown as part of Austria-Hungary). On the other hand, North Africa and Tunis the as despite regions being part of the French colonial empire in 1914. All players other than Britain and begin the game with two armies and one Britain starts with two and one army, and Russia with armies and fleets it only player to the game with more than three units). Only one unit at a time may occupy a given region. Balancing supply center is after game-year (two seasons Spring and Fall). At the beginning the twelve neutral supply centers are all typically within the few moves. Further acquisition of supply becomes a zero sum dynamic with any gains a player's resources coming at the expense of a rival. Comparison with other war games from the majority of games in several Players not turns instead all secretly write down their moves after a negotiation period, then all are revealed and put into effect simultaneously. Social interaction and make an essential part the game's play. The that combat are strategic, abstract, tactical, or a simulation not a military one. resolution contains no random elements—no are rolled, no cards has the same strength. It is especially well to postal play, which led to an hobby of amateur publishing. Internet Diplomacy is one of the few early games that played on the web. Gameplay Diplomacy proceeds by beginning in the year with each year divided into two main seasons: the and (Autumn) moves. season is further into negotiation and phases, followed by'retreat' adjustments and end-of-the-year phase or removals following the Fall adjustments. phase
 purposes the game starts in 1901, thE map generaLly reFleCts ThE polIticAl boundaries of eUropE in 1914 just before the outbreAk of tHe gReat wAr, With BOsnia alREaDY AnnExEd To tHe aUsTro-HuNgaRian EmpIre, and the BAlkAnS reflecting tHE rEsults of thE waRs of 1912 and 1913 in the RegIon (excEpT thAT MontEneGro is Shown aS Part of austria-HuNgARy). On thE Other haND, noRth AFrica and Tunis starT ThE Game as neutral, dEspite ThESe REGioNs bEing part of ThE FrenCH coloniAL eMPIRe iN 1914.

all players othEr than BritaIN anD RussiA bEgiN The gamE with TwO ArmIes and one flEet; BRitain staRts witH Two fleeTS and one Army, anD RuSsiA staRTs WiTh tWo ARmiES aNd tWO flEets (makiNg It The onLy plAYER To stArt The gAme wiTh more than thrEe uNits). oNly One unIt at a Time MaY occuPy a givEn map ReGion. Balancing unIts tO supply ceNteR cOunTs Is donE After eAch GamE-year (twO seasonS Of pLaY: sPRiNg and Fall). At the begiNnING oF the game, The tweLVe NeUTral suppLy CenTers ARE all tYpicALlY captureD withiN ThE fIrst few MoVes. FurThEr aCquIsitiON of sUpply cEnters beComes A Zero sum dynamic WIth any gains in A PlAYEr'S ResoUrcEs coming at tHe exPEnse Of a rIVaL.

CoMParisOn witH oTHeR War games
Diplomacy diFfErs froM the mAjority of war gAmes in seveRAL Ways:

 PlayErs dO NoT Take turns sequeNtialLy; instead aLL players SecreTly write Down their MOVes after A neGotIatIon PERiOd, then all moveS ARe reVeAled and Put Into effEct SimUltAneOuSly.
 Social InteractIoN aNd InTerPersoNAl skills MaKe uP aN esSentiAL part oF the gAme's PlAy.
 tHe rUles thaT SiMULate CoMbAt arE stRaTegic, AbstRAct, And simpLe—not tactIcaL, RealIsTiC, or compLex—as this is a dIpLomatic simUlAtiOn game, NOT a militaRy one.
 Combat resolution coNTains no RanDom elEmenTs—no dice aRe rOlled, nO caRDs are dRawn.
 EaCh milItAry UNIt has THE sAme StRength.
 It is ESPecIally WeLl suIted to pOstal play, which led tO An aCtive hobby of aMatEur pUBLiShiNG.
 INTerNeT dipLOMacy is one of the fEw early boaRd GAmEs that is stILl pLaYed on thE web.

GamEplay
dIplomacY proceeds By seasons, BeGinnING in The year 1901, witH each yeaR divided iNTo two MAiN seasOns: The "SprInG" anD "Fall" (autumn) MOveS. Each Season Is FurtheR diviDeD into negOtiation and movement phasEs, follOwed bY'reTreat' or 'diSbaND' adJustments And aN end-of-the-yEar winTer phAse OF new bUildS Or RemOVals fOlloWIng the FalL AdJusTMEnTs.

NegotiatiON PHasE
 purposes the game startsin 1901, t he ma p g ene ra llyrefl ects the polit i calboundaries of Europe i n 191 4j ustb ef ore t he outb r ea k ofth eGre at Wa r, wi thBosniaalready an nex ed  to the Aust r o- HungarianEmp ire, and the  Ba lkansre fle c tingthe  resu lts of the wa rs of 191 2a nd 191 3  in the r eg ion(except that Mont e ne g ro is shown as  partof Au s t ria -Hu ngary). On  t he ot h er hand ,  N o r t h A f rica and Tuni s start the gam e as n eu tra l , desp ite t he s e r egions bein g pa rt of the  Frenc h  coloni a l empir e in 1 914 .
Allp la ye rsot h ert ha n B r ita in and R us si a beg in t h e g amewit h tw o arm ies and one f lee t; B r ita in st artswith  t wo fl eets a nd on earmy, and Russi a st arts with  tw oarm ie s and two fl eet s ( makingit theo nly  p l a y er  to start the game  w i t hmore tha n thre e  u ni t s). Only  o neunit a t a t imem ay  occupya give n  m ap  region .Balanc in g u nit s tos uppl y cent er count s isd one after each game-year (tw o  s e a so n s of  pl ay: SpringandF all) . At th e b e ginni ng of  t h eg ame, the twelve neu tr al sup ply c enters are al l typicall y c apturedwith i nt he first few m oves.  Further a c quisitio n ofsupply c enters be c o mes a ze rosum  dy nam i c  w ith any gains i n apl ayer'sres ourcescom ing  at  th eexpense o f a riva l. 
Co mp ari son w i th other  w arga mes 
Dipl o macy d iffer s fr om  t h e m ajority of w ar g am es  insev er al wa ys: Pl ayers d o not tak e t u rnsse qu entiall y; instead al lplayers se cr etl y writ e down the ir moves after a negoti a tion pe rio d, th en a ll movesare  revea led and pu t into  effe ct  si m u ltane o u sl y. S ocial inte r a cti on an dinte rperson al skills make upa n e ssential part  of  the g am e's pl a y. T h e r u l es that simulat e combat a re st rategic, a b str ac t, andsimple— not t a ctical,  realisti c, or com pl ex—a s thi s is a dip lomaticsimulatio n  game ,  n ot amil itaryon e. Comb at res o lut ion c ontain sno ran dom e le ments—no  dice are rolled, no ca rds ar e dra wn. 
 Each mi lit a ryunit hasthesame stren gth .
It is  es p ecial ly w e ll  su i ted t o po s tal play, wh ich l ed  to an acti v e hob by of  am a teur p ubli shing.
 InternetD iplomacy is on e of t hefew earl yboard games th atis s till pla ye d on the we b.

Game pl a y
Dip lomacy  proce eds bys e as o ns, be ginn ing  in the y ear  1 9 01, wit hea c h year  div id ed int o twom ains e asons: the "Spri ng" a n d  "Fal l " ( Autum n)  moves. Each  season is  further di videdinto  nego tiation  a nd mov eme nt  phases, f o llowed by 'retr eat' or  ' disb and ' adju stme n t s and  anen d-o f-the-yea r Wi n te rp has e of  newbu ilds  or remov a ls follo win g  the Fa ll  ad j u stment s .N egotiation  ph ase
 purposes_the game_starts in 1901, the_map generally_reflects_the political_boundaries_of Europe in_1914 just before_the outbreak of the_Great War, with_Bosnia_already annexed to the Austro-Hungarian Empire, and the Balkans reflecting the results of the_wars_of 1912_and_1913_in the region (except that_Montenegro is shown as part_of Austria-Hungary)._On the other hand, North Africa and Tunis_start_the game as_neutral, despite these regions being part of the French_colonial empire in 1914.

All players other_than Britain and_Russia_begin_the game with two_armies and one fleet; Britain starts_with two fleets and one army,_and Russia starts with two armies and_two fleets (making it the only_player to start the game_with more_than three units). Only one_unit at a_time may_occupy a given_map region. Balancing units to supply_center counts is_done after each game-year (two seasons_of_play: Spring and_Fall)._At_the beginning_of the game,_the_twelve neutral_supply_centers are all typically captured within_the_first few moves. Further acquisition of supply_centers becomes a zero_sum_dynamic with any gains_in a player's resources coming_at the expense of a rival.

Comparison_with other_war games
Diplomacy_differs from the majority of war games in several ways:

 Players_do not take turns sequentially; instead_all players secretly write_down their_moves_after a negotiation_period,_then all_moves are revealed and put into effect_simultaneously.
 Social_interaction and interpersonal skills make up_an essential part of_the_game's play.
 The rules that simulate_combat are strategic, abstract, and simple—not_tactical, realistic, or complex—as this_is_a_diplomatic simulation game, not a_military one.
 Combat resolution contains no_random elements—no dice_are rolled, no cards are drawn.
 Each_military_unit has the same strength.
 It_is_especially well suited to postal play,_which_led_to an active hobby of_amateur publishing.
 Internet Diplomacy is one_of the few early board games that is still_played on the_web.

Gameplay
Diplomacy proceeds by seasons, beginning_in_the_year 1901, with each year divided into two main seasons:_the "Spring"_and "Fall" (Autumn)_moves. Each season is further divided into negotiation and movement_phases, followed by'retreat' or 'disband' adjustments and_an end-of-the-year Winter phase of new builds or removals following the_Fall adjustments.

Negotiation phase