50年经典游戏--强权外交(Diplomacy)

西工大邮差
强权外交是一款经典的棋盘类回合制战略外交游戏(七个人)。有这50余年的历史,在欧美等西方国家十分盛行。游戏交流方式可以通过信件交流,电子邮件交流,在论坛上玩,面对面直接交流或者跟电脑玩。目前强权外交游戏在中国刚刚起步,有少量玩家(现在加入就是中国第一批玩家了)。外交游戏可以跟中国玩家玩,也可以跟世界各国(欧美,澳洲,巴西,等)的外交玩家玩。(跟外国人电子邮件交流,在读信写信的过程中提高英语写作能力。)
 
游戏规则简单易懂,但是一个优秀的外交玩家不但要战旗功底深后,更重要的是要具备娴熟高超的交流,谈判,沟通,协调的能力。你可以在游戏中看到结盟,背叛,谎言,合作。最终要的是,你要知道在什么时间相信什么人。
 
游戏介绍:
 

 

 



Do you know what Diplomacy is?

Diplomacy is the best board game ever drawn on a game board. This is the view of tens of thousands that have done battle since 1953 upon Diplomacy's storied field of war.

Do you know what American football is? An analogy is apt. Football is a game, is it not, in which one can hit other men. It is not acceptable to hit other men in most circumstances, but it's okay in football. In fact, this is exactly what football is for. There wouldn't be much point to the game if one couldn't hit anybody, would there? This is the virtue of football.

If one wishes to play football, though, simply to hit the opponent is not enough, is it? Among other things, one must deceive him, too. At almost every level of the game, one attempts to lead his opponent to believe that one is going to do something other than he actually does. If one fails to deceive his opponent, one cannot win.

To hit and to deceive. Evil and wrong in ordinary life. Right and proper in football. This is the nature and purpose of the game.

Diplomacy resembles football in these ways. Ordinarily, it is quite wrong to deceive another man to get what one wants, just as it is wrong to hit him, but in Diplomacy you and six others agree within the rules of the game to engage in a very contest of hitting and deception. There is nothing quite like it.

You take the role of the head of state of one of the great powers of Europe in the years before World War I. To advance your national interests you must have allies. Since your interests usually conflict with those of other nations, you will have enemies, too. You need your allies, but can you trust them? Maybe they are secretly allied with your enemy, and are going to attack you by surprise. Yet, you must trust somebody... maybe if you stab your ally first... and the armies and fleets of Europe prepare for war...

Have you ever played the board game Risk? Diplomacy is in fact the original Risk. As good as Risk is, Diplomacy is even better. A lot better. It has always had one significant setback, though: you must have exactly seven players for a war! It's not easy to get an exact number of players. Risk accommodates a variable number, and it is a good game, so more play it than play Diplomacy at the present time.

The Internet has solved the seven-player problem. We'd recommend that you try Diplomacy.

 
 
 
中文游戏规则见: http://www.chinadip.org/read-html-tid-8826.html (个别地方与标准规者有出入)
 
英文标准规则 游戏地图 见附件。
 
 
强权外交游戏不需要下载游戏软件,只要懂规则,就可以在相关网站上跟世界各地的人玩(当然包括中国人)
 
下面是几个外交网站:
 
外交中国:          http://www.chinadip.org/    刚建好的一个中国人自己的强权外交网站,分英文和
中文两个部分。
 
外交官方网站: http://www.diplom.org/index.py     
 
外交资料网站: http://www.diplomacy-archive.com/  战略,战术,谈判艺术。资料很全。
 
一个在线强权外交网站:http://www.stabbeurfou.org/index.php 目前正在举办外交世界杯,有一支中国队组队参赛。
 
另一个在线强权外交网站: http://www.phpdiplomacy.net/index.php 
 
很有名的 Dip2000 :     http://www.lancedal.demon.co.uk/dip2000/
 
 
大家对这个游戏感兴趣的话,可以加入强权外交(中国)QQ群: 41560638 
有任何问题,你将得到热心的解答。
 
强权外交,无悔的选择。
 


 
trance~
mark下

lord I'm doing all I can to be a better man!
星旧
呵呵 想起来前段时间玩的网页游戏OGAME了 是将就策略,人与人斗 挺刺激 但就是太累人 网页游戏 可能比网游还耗时间哦~

最成功的人都是一直稳定积累直至成功的人,他们一步一步前进,越来越豁达,逐渐能更好的驾驭各种情况.他们坚定不移的抓住他们认为有用的东西全神贯注,这样的人一定会取得非凡的成就
西工大邮差
如果一次玩一盘游戏,每天30分钟足够了。
开朗的我
很经典的游戏(还可以练习英语读写)。 只是知道它的人比较少。 顶一下。

仰不愧于天,俯不杵与地.
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The Game of Diplomacy
by Richard Sharp
INTRODUCTION
In a changing world, some things do not change. It may be fashionable to decry the simple Virtues, but we still like to find them in our friends. Loyalty, honesty, frankness, gratitude, chivalry, magnanimity - these are the hallmarks of the good friend, the good husband and father, the nice guy we all hope our daughters will marry.
In the amoral world of Diplomacy, however, they are the hallmarks of the born loser. If a fallen enemy reaches out a hand for assistance, the wise man lops it off. If a friend does you a good turn when you’re down, wait until he’s down, then beat him to death. If an ally asks for your help in planning the next season’s moves, give it freely and copiously, then do the reverse of what you agreed and let him take the counter-attack. Try to surround yourself with people who trust you, then let them down; find an ally who will gladly die for you and see that he does just that.
In short, Diplomacy is not a nice game; to win, it is necessary to behave like a complete cad. Some people adopt a tone of moral outrage at the philosophy of the game, and refuse to play it at all: though it is already unfashionable, and will soon no doubt be illegal, to acknowledge any difference between the sexes, this attitude is particularly common among women — a cynic might say that Diplomacy threatens to erode the natural advantage their innate duplicity gives them over men in real life. At any event, this moral posture is quite untenable. We all have these anti-social tendencies somewhere within us, and it may be better to give them free rein in a harmless game, suppressing them where they could do real damage.
Not a nice game, as I said; but a marvellously entertaining one. Of all the countless board-games that have followed in the wake of Monopoly, none has acquired the devoted cult-following of Diplomacy: a game of pure skill for seven pedigree rats with time on their hands.
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Diplomacy is a board game of "International Intrigue," trademarked by Avalon Hill. In its introduction it is described as "a relatively simple game in principle, but complex in execution." This is very true, however it is significant that the second half of the statement is truer than the first.
The first problem you will encounter with Diplomacy is the rules. These are split, by Avalon Hill, into fourteen sections. I split them into two sections -- the section you will understand on the first reading, and the section you will have to read 42 times to even begin to understand. Unfortunately, the first section is approximately 5.5 lines, and the second section is 11 pages, less 5.5 lines. Persevere. Play a sample game or twenty, until you understand the rules.
The big "thing" with Diplomacy is that there are no elements of chance. So the cover of the rules tells us. "Diplomacy is a game of skill and cunning negotiations. Chance plays no part." The first page then proceeds to inform you of the first (admittedly only) element of chance. But this is what Diplomacy is all about: lying until you have to tell the truth.
The "chance" is which power you will play. Diplomacy (standard Diplomacy, that is) is played on a European map. The seven Great Powers are England, Russia, Turkey, Austria, Italy, France and Germany. Different people will tell you different things about which powers are better. However, take note that there is a reason why the person who is assigned Italy will look glum for a while. (Usually until they are eliminated from the game.)
The board is divided into "provinces." These can be land, sea, or coastal. Each power is made up of five to seven provinces. This doesn't matter. What does matter is how many "supply centers" you own. A supply center is a special case province, as it contains a little black dot. And you get one unit (army or fleet) for every little black dot you own. Every power starts with 3 little black dots, except Russia, which starts with 4. New players often wonder why Russia starts with one extra. If they start by playing Russia, as I did, they find out relatively quickly.
The general gist of the game is to move your armies and fleets around the board in a bid to control as many little black dots as possible. Remember that you get one army or fleet for each dot. If you start losing them to other players, you start losing your units. Should, however, you gain 18, Europe is magically yours. This leads to an interesting problem. To win, you basically have to overpower everyone. But you cannot do this by yourself. The solution is to "stab" people. This is where you start to lose friends. (Did I forget to mention this earlier?)
Playing the game actually centers around diplomacy. Before each move, you have 15 minutes to talk with the other players, make alliances, and decide to attack other people. You then have 5 minutes to write down your moves. The trick is to tell someone you are doing one thing, but actually to do another. The second trick is to do it at the right time, causing them the most damage, and giving you the most profit. The third trick is to do it to them before they do it to you. The fourth trick, and possibly the most difficult, is to make sure they still talk to you afterwards.
In a nutshell, you can't win the game by yourself, but you can only win the game by yourself.
Because of this, the primary skill a good Diplomacy player must have is the ability to lie convincingly. There is a good reason that there exists a document entitled "Diplomacy Players' Top Ten Favorite Lies."
There exist over 600 Diplomacy "variants." These are games which change either the rules, or the map. Or both. There are even variants which remove the diplomacy from Diplomacy -- you don't know who the other players are, and you cannot talk to them. (Naturally, this does not work very well if you play with friends, but can be implemented well if you play by mail or e-mail, sending all your moves to a Game Master, who will process them.)
There are many Diplomacy games being played over the InterNet. These are generally played via computer programs that take commands from players from e-mail. A good place to start is the UseNet group rec.games.diplomacy, but if you do want to play, you will probably want your own copy of the game and rules.
巨大河马
忒复杂了把

胸中正则眸子了焉;胸中不正则眸子眊焉。
西工大邮差
看看中文规则 应该不难理解。
电驴上有下载PC版的强权外交。200M左右吧。
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这么好的游戏咋每人关注呢? 晕
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TEACHING DIPLOMACY
A 5 Minute teaching guide.
5分钟学会强权外交规则
(July 2006)
Players: there are 7 players in the game, one for each of the major powers in Europe in 1901:
England, /France, /Germany, /Italy, /Austria, /Russia and/Turkey.
玩家: 游戏中有7个玩家,每个玩家代表1901年欧洲的一个主要国家:
英国、法国、德国、意大利、奥匈、俄罗斯和土耳其。
Turns are divided: Spring and Fall with the game starting in Spring 1901.
每年游戏分为: 春季秋季两个回合, 游戏从1901年春开始。
Players discuss their plans for their pieces privately at the beginning of the Spring and Fall moves.
玩家在每年春季和秋季回合的开始私下里讨论研究他们棋子的移动计划。
You are not bound by anything you say or do with another player.
你不会受任何你说的话或做出的承诺的限制。(也就是说游戏里允许说谎和误导)
Players secretly write down their orders for their pieces and then they are revealed and adjudicated simultaneously.
玩家私下里把自己棋子的移动命令写下(交给裁判)来然后裁判根据每个玩家提交的命令和游戏规则公布移动的结果。
Abbreviations in order writing are listed on the conference map with S for Support and C for Convoy.
游戏地图上有各个省份的地名缩写,写命令时可以参考。
When writing a support for a piece to move you have write where the target piece is moving to.
当你给自己的单位写支援命令时你要注明被支援的单位要移动到哪里。
There is no discussion when players have to retreat or make adjustments to their positions.
当玩家需要撤退和建造时是不允许跟其他玩家讨论的。
T
The map is divided into different named spaces (called provinces in the game).
整个游戏地图被分割成不同名称的省份。
SpacesProvinces can be all water or , all land or coastal. Land provinces may be coastal or inland.
省份分为内陆,海洋以及沿海三种省份。
Split Coasts exist in St. Petersburg, Bulgaria and Spain. A fleet in those spaceprovinces must be on one coast or another.
圣彼得堡,保加利亚和西班牙有分割的海岸线。舰队必须移动到其中一个海岸线上。
There are 34 supply centers on the map (stars/dots) scattered in 7560+ named spaceprovinces.
整个的图上有34个资源点,75个被命名的省份。
To win you need 18 supply centers at the end of a Fall move.
在某个秋季过后,占有18个资源点的国家获胜。
Players start with 3 or 4 supply centers; these are your home centers in one of 7 Great Powers.
每个玩家开局都有3个母国资源点(俄罗斯有4个).
The tTwo piece types are: Army and Fleet.
有两种单位(棋子):陆军和舰队。
For every supply center you own at the end of the Fall you may have one piece on the board.
当秋季回合结束之后,玩家有几个资源点,就可以允许拥有几个单位。
If you are short of pieces you build new ones in unoccupied home centers.
如果你的单位的数量小于你占领的资源点的数量,你可以在空置的母国资源点上建造新的单位。
If you have more pieces than supply centers you must reduce your pieces to equal the number of supply centers.
如果你的单位数量少于你控占领的资源点的数量,你需要解散多于的单位以保证单位数不多于资源点数。
Each piece has equal strength so it moves with a force of 1 plus 1 for each of its supports.
每个单位的力量都是1,一个单位可以给另外一个单位提供1的支援力量。
An Army may move or give support for another piece to move into or hold an adjacent land or coastal province.
陆军可以移动到或者支援其他单位移动到相邻的非海洋省份,也可以原地防守。
A Fleet may move or give support for another piece to move into or hold an adjacent water or coastal land province or convoy an Army to a coastal land province.
舰队可以移动或者支援移动其他单位移动到相邻的非内陆省份,也可以原地防守。
Only one piece may be in a spaceprovince at any time.
任何时候一个省份只能有一个单位。
You may move all or some of your pieces each turn.
每个回合你可以移动一些或者全部的单位。
A piece moves only one province at a time to an adjacent province unless you are an Army being convoyed.
一个单位一次只能移动到相邻的省份里除非被运输。
No switching. Units ordered to each other's province do NOT switch positions unless one is being convoyed.
不能直接交换位置。两个单位不能向彼此移动从而交换位置。除非其中一个被运输。
Your piece may only do one of the following things in any turn:
你的单位每个回合可以做一下一件事:
MOVE to an adjacent spaceprovince or be convoyed from a coastal land province to a coastal land province
Fleets in split coasts may only move to adjacent coastal land or water spaceprovinces.
移动 到相邻的省份或者从一个沿海省份运输到另一个沿海省份。舰队只能从一个分割的海岸线移动到相邻的沿海省份或者海洋省份。
SUPPORT to defend another adjacent piece in place if you could have moved there and it is not moving.
支援 防守一个相邻单位只要输出支援的单位可以直接移动到被支援单位所在的省份。
SUPPORT a specific piece to attack another spaceprovince that your unit could move to; fleets in split
coasts may only support moves into a spaceprovince that they could have moved on.
支援 另一个单位移动到支援单位可以移动到的省份;舰队只能支援其他单位移动到舰队可以移动到的省份。
CONVOY if a fleet at a sea space, you can assist in convoying an army.
运输 如果舰队在海洋省份,他可以运输一个陆军到该舰队的相邻陆地省份。
HOLD (also called Stand) in place doing nothing.
防守 原地防守什么也不做。
A piece moves only one space at a time to an adjacent space unless you are an Army being convoyed.
No switching. Units ordered to each other's space do NOT switch positions unless one is being convoyed.
When giving support you are adding your force to the mover on, or the holder of, a spaceprovince.
当一个单位支援移动或者防守,可以给被支援的单位增加1的进攻或者防守力量。
You may support other people’s pieces.
你可以支援其他玩家的单位。
Bounce: if units of equal support try to move to an unoccupied spaceprovince then they BOUNCE and no one gets in.
对峙:如果两个相等力量的单位试图同时移动到同一个省份,那么他们在目的省份对峙,谁也不能进入该省份。
Supports are CUT by a piece moving on the supporter from other than the spaceprovince that the support is directed at.
如果有其他单位进攻提供支援的单位,那么提供支援单位的支援被切断。(但切断支援的单位不能是支援指向的单位)
To force someone out of a spaceprovince requires that you have greater force than the piece that is holding the spaceprovince plus all of its supports to Hold. A move with one support and a hold with one support bounce.
为了迫使对方单位撤出其所在省份,进攻方必须以比防守方力量更大的力量进攻防守方所在的省份。支援进攻与支援防守的效果一样(进攻力量加一,防守力量加一)
Cut supports do not count for the determination of who has the most force.
切断支援不被算入谁拥有更大的力量。
A convoy is a move of an army in one a coastal land province to another by a fleet or a chain of fleets in adjacent water spaceprovinces.
运输是从一个沿海省份通过相连的舰队链把陆军运输到另一个沿海省份。
A fleet in a coastal land province may not convoy.
位于沿海省份的舰队不能运输。
You can not dislodge or cut support of one of your own units. No 'friendly fire'.
你不可以切断自己的支援或者击退自己的单位。(没有友军伤害)
Units forced out of their spaceprovince are dislodged and must retreat to a vacantn adjacent spaceprovince that it could otherwise legally move to.
被击退的单位允许撤退到与其相邻的没有被占领的省份。
You may not retreat to a spaceprovince that was the site of a Bounce.
不能撤退到发生对峙的省份。
You may not retreat via a convoy.
不能通过运输撤退。
If you can not retreat or decide not to retreat, the piece is disbanded.
如果你不能撤退被击退的单位或者决定不撤退,那么该单位会被解散。
A piece that is dislodged has no effect on the spaceprovince from which the mover came that dislodged it.
被击退的单位对发起进攻的省份没有任何影响。
A convoying fleet that is dislodged disrupts the convoy and the convoy does not take place.
如果参与运输的舰队被击退,那么运输被打断,运输失败。
Oddities: Kiel and Constantinople have a single coast due to their waterways (Kiel Canal/Bosphorus). Denmark is a coastal province that connects with Sweden so armies can go between them but the Danish and does not divide itself or the Swedish coasts are not divided in two. As a coastal land province you may not convoy through Denmark, Kiel or Constantinople.
注明: 基尔和君士坦丁堡有水道。不能直接穿过。丹麦与瑞典相连,所以陆军或海军可以在他们之间直接移动但是舰队不能直接从瑞典和丹麦之间穿过。(即舰队不能直接从SKA移动到BAL) 另外,也不能直接运输通过丹麦基尔或者君士坦丁堡。
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哪里不懂? 如果有兴趣请加入 强权外交群 QQ 41560638 任何问题将得到热心解答
西工大邮差
自己顶!
PS. 强烈建议模拟联合国的同学玩一下.