Diplomacy
No dice, no cards, and six other players who have all promised to help you.
What it is
Allan B. Calhamer's classic of Europe in 1901, with seven Great Powers and 34 supply centers. You talk, you ally, you betray, then everyone writes secret orders that all resolve at once. With no dice and no cards, every setback has a human author. Win by holding 18 centers, or agree on a draw.
What we love
- Orders are written in secret and revealed together, so a promise holds only until the reveal.
- Combat has no randomness at all.
- It was designed for exactly seven players.
Honest trade-offs
- Four to twelve hours is a lot to ask of seven friends.
- Betrayal is the game, and it can sting, so pick your group with care.
- The rules allow as few as two, but it was built for seven.
AI summary of player sentiment
Across the tables we polled, players consistently praise the game's approachability and pacing. The most common complaint is four to twelve hours is a lot to ask of seven friends..
This summary is regenerated from new reviews each week. Astra will wire the generation job to the Vercel Cron detailed in the handoff doc.
Content advisory
Combat is central but abstract; no graphic depiction.
Reader reviews
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