World War I Diplomacy
by John Boardman
Diplomacy board reproduces the political arrangements of 1914, the beginning of
the First World War between the Entente Powers England, France, and Russia, and
the Central Powers Germany, Austria- Hungary, and Turkey. Italy, though aligned
by treaty with the latter group, was induced by generous amounts of British
money and even more generous promises of post-war annexations, to come in on the
side of the Entente Powers.
origin and subsequent history of the war suggested a variation on Diplomacy that
might more accurately represent the fighting of that war. Accordingly, I have
put together the following rules for a two-man game between the Entente Powers
(EP) and the Central Powers (CP).
Play begins with the "fall 1914" moves. The following powers and
neutral territories may be entered in "fall 1914": all powers except
Italy, Belgium, North Africa, Tunis, Albania, and Serbia.
Just before the "spring 1915" moves, a coin shall be flipped to
determine to which side Italy shall belong. Italy's first moves will be
"spring 1915". In a postal game, the assignment of side for Italy
shall be sent out with the "winter 1914" builds.
Spain, Holland, Norway, Sweden, Denmark are permanently closed, as is
Switzerland. Fleets may pass directly between the Baltic Sea and the Skagerrak.
No seas are closed.
No moves may be made into the following territories prior to the indicated game
date: Italy: "spring 1915", Bulgaria: "fall 1915", Portugal:
"spring 1916", Rumania: "fall 1916", Greece: "spring
After the "spring 1917" move, Russia shall be in a state of
"civil disorder" as defined by the rule book for the remainder of the
After the "fall 1917" move and each subsequent "fall" move
for the remainder of the war, a new EP army shall be established in one of these
four supply centres: Edinburgh, Liverpool, London, or Brest -provided that no CP
fleet sits on the route between the centre and America. Thus a CP fleet in the
Mid-Atlantic would prevent establishment of an EP army in Brest unless a
potential route, such as North Atlantic to Irish Sea to English Channel to Brest
The first player to gain a 2/3 majority of all pieces on the board, or to occupy
all enemy capitals, wins.
With the above exceptions, the rules of Diplomacy apply.