Once More, Into the Back ...
Once upon a time Diplomacy was the biggest event at WBC
- and even when it wasn't it still ranked as one of the larger
Diplomacy events worldwde. Those days are long gone but due to
the considerable efforts of Thomas Haver, an experienced GM at
Origins, the event is attempting its second WBC comeback after
being voted back into the Trials by the membership vote.
At the turn of the 20th century, the seven Great European
Powers engage in an intricate struggle for supremacy. Military
forces invade and withdraw, shifting borders and altering empires
with subtle maneuvers and daring gambits. Form alliances and
unhatch your traitorous plots as you negotiate and outwit - in
a delicate balance of cooperation and competition -to gain dominance
of the continent! In Diplomacy, your success hinges not
on the luck of the dice, but your cunning and cleverness."
-- Avalon Hill
Diplomacy returns for its 19th appearance at WBC. The
tournament will feature three rounds over two days. Best two
rounds of three will count towards the tournament score. Best
Country awards and tournament prizes will be provided by the
GM. Firm time limits for negotiation and order writing will be
followed to ensure expedient play for competitors with other
events on their schedule. No experience required; rules taught.
Attend the Friday afternoon demo.
(1) Player Conduct
All players are expected to play in their own best interest
and to behave in a sportsmanlike manner.
Players that demonstrate abusive or disruptive behavior contrary
to the safety and comfort of themselves or the other players
may be forced by the Tournament Director to leave the round or
In the event that a player must or chooses to abandon his
position prior to the end of the game, the Tournament Director
reserves the right to name a replacement player or declare the
power in permanent civil disorder. If the previous player returns,
it is up to the Tournament Director if he is allowed to take
the position over. Any replacement player will receive credit
for the round.
2008 Hasbro rules (except where noted in this document)
Three rounds of play are scheduled. Players are under no obligation
to play in any particular number of rounds, and should feel free
to play in as few or as many as they please. The best two of
three rounds will be used for scoring purposes.
Round 1 Friday, 7pm
Round 2 Saturday, 9am
Round 3 Saturday, 7pm
1. WBC Diplomacy Champion
a. Determined by total point score for best two rounds.
b. In event of a tie, the following tie-breakers are considered:
i. The player whose highest single game score is greater.
ii. The player with the highest score obtained in any game in
which the tied players opposed each other.
iii. The player whose average supply center count is higher.
iv. The player whose overall supply center differential was higher.
v. Discretion of the Tournament Director
2. Outstanding play of each power (Best Country Awards) --
determined by single-game score, with ties broken at the discretion
of the TD.
(5) Board Assignments / Power Assignments
a. To be eligible to play during a round, players must check
in with the Tournament Director prior to the published round
b. Board assignments will be determined by random draw or
at discretion of the TD dependent on extenuating circumstances
(family, health, etc.).
c. Power assignment will be determined by random draw.
d. A player should not be assigned the same power twice in
e. In the event that the number of players checked in for
a round is not a multiple of seven, the TD may ask designated
players to sit out or play on two boards, or alternatively may
play on one or two boards himself.
f. Players are not permitted to swap powers at a board. They
must play the power they are assigned, unless they draw the same
power from a previous round, in which case they must redraw.
(6) Game Timing
a. Each board will keep its own time. The amount of time for
negotiations is 10 minutes for Spring 1901 and 10 minutes thereafter.
Each round will last a length of time four hours long, as determined
by the GM.
b. After Spring and Fall negotiation periods, there will be
two minutes of silent order writing time.
c. Once adjudication has been completed, all retreating units
have been identified, and questions have been answered about
invalid retreat options, there will be up to 30 seconds of silent
writing time for retreats.
d. After Fall adjudication, there will be up to two minutes
of silent writing time for adjustments.
e. The clock must start immediately after adjudication is
read or adjustments are completed.
f. If all players' orders are in early, adjudication may begin
as long as all players on the board agree.
g. Boards may take one 15-minute break at the discretion of
the players on the board. The TD is to be informed of the break
All orders, including retreat, builds, and disbands, must
be written. Implicit orders are not allowed.
a. Unordered units are treated as a hold order regardless
of other implied actions. Unordered units or units in civil disorder
may receive support in holding. Units given an impossible order
are treated as holding. A unit ordered to a distant location
shall be considered as an impossible order and held. It is not
necessary to designate Army or Fleet except in build orders on
coastal provinces. Orders for wrongly designated units are still
b. Poorly written orders that allow for only one reasonable
reading (ignoring intentionally miswritten orders as a possibility)
are to be followed. However, no direct change in the implied
individual order is to be made. Standard abbreviations are acceptable.
Liv and Nor are NOT valid abbreviations for any province. Leeway
may be given if the order is unambiguous.
c. A convoy will always move by its own position's fleets
if ordered and possibly ignoring alternate routes offered by
other powers, unless otherwise specified in the order for the
army. "Unwanted convoys" are not permitted. In the
event that an army can move to an adjacent costal province via
land or sea, it shall be assumed that the army is moving by land
unless otherwise specified in the order (e.g. A Bel --> Hol
via Nth convoy). In the case of a valid convoy attack from one
coastal province to an adjacent coastal province, the attack
will be considered as coming from the fleet for the purposes
of retreat, thus allowing the dislodged unit to retreat to the
province of the attacker.
d. Failure to indicate a coast on a Fleet St. Petersburg build
order will result in a waived build. Any fleet move or retreat
order from Portugal to Spain, from the Mid-Atlantic Ocean to
Spain, or from Constantinople to Bulgaria, must include a coast
designation. In all other cases, failure to specify a coast will
not invalidate the order.
e. If more than one power has a retreat order, they must be
written down. If only one player has retreats, he may move the
piece on the board. Retreat orders are due within 30 seconds.
Disbanding is always an option on a retreat and needs not be
f. In the event a dispute arises, the Tournament Director
or his designee has final discretion to determine the validity
and intent of written orders.
(8) Ending the Game
a. The game will end in a solo victory if a single power controls
18 or more supply centers at the end of a Fall move. Solos may
not be conceded.
b. The game will end in a non-solo resolution if (i) all powers
remaining in the game agree to end the game, (ii) the TD calls
the tournament at the predetermined call time, or (iii) by vote.
c. The vote shall be conducted in secret in a manner determined
by the TD or designated assistant. All votes must be unanimous.
Only ONE vote may be held per spring or fall phase, at the discretion
of the TD. The clock DOES NOT STOP for draw votes. All players
with at least one supply center are eligible to vote. If a player
has abandoned the game or chooses not to vote, he is considered
to vote for all proposals.
The game is scored based on placement. Each player gets placement
points added to his or her center count. Placement is determined
by center count, or year of elimination:
a. First place receives 7000 points + center count
b. Second place receives 6000 points + center count
c. Third place receives 5000 points + center count
d. Fourth place receives 4000 points + center count
e. Fifth place receives 3000 points + center count
f. Sixth place receives 2000 points + center count
g. Seventh place receives 1000 points + center count
h. In the event of a tie, The placement points for all tied positions
are added and then divided evenly amongst those involved (ex:
if three players share the first place with 10 centers they all
get (7000 + 6000 + 5000) / 3 = 6000 points + 10 centers = 6010
i. A solo victory: If someone achieves solo victory, they get
all the points available in the game, 28034, while everyone else
in that game scores zero.
j. Placement will be used to determine best country awards. In
the event of a tie, center count will be used as a tie breaker.
k. Any other ties/disputes will be settled by the tournament
director at his discretion.
The final tournament score will be determined by the sum of
each player's score in their best two rounds. Players need only
participate in one round to be eligible for awards and receive
their free game. The Tournament Director is ineligible for awards
and for ranking purposes shall be listed in last place as "nc".
(10) Tournament Director / GM
If necessary, the Tournament Director / GM will play a round
to fill out a board, but only to complete a board for play. In
this event, the Tournament Director must appoint an assistant
GM from another board. The GM must inform every member of that
board the game deadline for that round.
If the GM needs to be away from the boards for any length
of time, an assistant GM will take over any and all duties assigned
to the GM, in his absence.
The Tournament Director is ineligible for awards and for ranking
purposes shall be listed in last place as "nc".
The Tournament Director cannot take over the position of an
abandoned power on a board for which he has conducted a draw
The Tournament Director reserves the right to police deadlines,
issue warnings to offending players, and end a game at any time,
I will be providing best country
awards for each of the competitors that demonstrate outstanding
play for the seven powers. The best country awards are: Best
Austria, Best England, Best France, Best Germany, Best Italy,
Best Russia, and Best Turkey. Pictures shown at: http://www.flickr.com/photos/26210189@N06/2660220322/in/set-72157607805038912
I will also be providing board game prizes for select competitors
new to Diplomacy or for outstanding tournament play (top
three). Example: http://www.flickr.com/photos/26210189@N06/5875475902/in/set-72157627055852720