Diplomacy was a staple of board-gaming geekery during Your Humble Narrator’s misspent youth. First published in 1959, Allan Calhamer’s classic offered unique features: secret movement scheduling (everyone recorded their moves in advance and revealed them simultaneously), deterministic combat resolution, and role-playing. Each player took the part of one of Europe’s Great Powers on the eve of the First World War, and endeavored, through a series of alliances, counter-alliances, and treacheries, to take control of eighteen of Europe’s 34 supply centers (capitals and major cities). Negotiation, as the rule book observed, was key to success. No-one could win without the aid of other players, secured in the diplomacy phase that opened every turn. Equally vital was duplicity: only one player could win the game, so s/he had to betray his/her allies at some point, usually multiple times. Endurance also proved important. Turns took at least twenty minutes to complete, and a full game could easily last twenty turns. Usually players called a draw before someone met the victory conditions.
I have played Diplomacy a dozen or so times since my D&D buddies taught it to me in 1982. It was one of the first historical games I had tried and probably helped spark my interest in history, as it dovetailed with my social studies class’s unit on the Russian Revolution and my history-buff mother’s introducing me to The Guns of August. By the time I reached college, however, I had learned what Margalit Fox observes in her 2013 obituary of Calhamer: Diplomacy rewards not the diplomatic player but the “aggressive” and treacherous one. I can’t say I was surprised to learn of its popularity with attorneys.
Later I got a hankering to play the game to the bitter end, and this inspired me to sign up for a postal game (1996-99) and a couple of play-by-email sessions. These taught me something postal players had discovered in the 1960s: if a Diplomacy match lasts long enough, the two lead players tend to develop a “stalemate line,” a chain of defensible territories blocking each other’s expansion. The game then turns into an inferior version of chess as the two leaders wait for someone to make a mistake, or for a surviving minor player to play kingmaker. Usually no-one cares to negotiate by this stage, after so many betrayals and broken alliances. A disappointing revelation, but I’m glad I finally found this out myself.
Later I got a hankering to play the game to the bitter end, and this inspired me to sign up for a postal game (1996-99) and a couple of play-by-email sessions. These taught me something postal players had discovered in the 1960s: if a Diplomacy match lasts long enough, the two lead players tend to develop a “stalemate line,” a chain of defensible territories blocking each other’s expansion. The game then turns into an inferior version of chess as the two leaders wait for someone to make a mistake, or for a surviving minor player to play kingmaker. Usually no-one cares to negotiate by this stage, after so many betrayals and broken alliances. A disappointing revelation, but I’m glad I finally found this out myself.
Allan Calhamer turns out to have been an interesting guy, of the genius/dilettente type Malcolm Gladwell described in Outliers. Educated at Harvard, a school nearly as fond of eccentric students as of rich ones, Calhamer attended law school but dropped out before getting his JD. He later worked as a corporate consultant, a park ranger, and a postman, and continued to develop games (none published) and amuse himself with mental puzzles. He didn’t leave a huge mark on American culture, but he did provide an unusual and engaging form of entertainment to quirky-bright people of all classes and many nations.
(First image above courtesy of Roger's Reviews and Boardgamegeek.com. Second image via Wikimedia Commons.)
(First image above courtesy of Roger's Reviews and Boardgamegeek.com. Second image via Wikimedia Commons.)



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