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How to Play Diplomacy on a Risk Board

Diplomacy is different from almost any other game. In this game, rather than taking over the game board with force, players use actual diplomacy to win. This game is a classic game from Avalon Hill that has been around since 1959. It is possible to play this game on a Risk game board. All it requires is a few simple modifications.

Things You'll Need

  • Diplomacy manual
  • Risk board
  • Diplomacy pieces
  • Permanent marker
  • Supply center markers
  • Paper
  • Pencils for each player
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Instructions

    • 1

      Divide the Risk board into 56 land regions and 19 sea regions. Use a permanent marker to add extra seas regions if necessary, or to take away land regions if necessary. Make sure every region has a name. Make sure all players understand where area boundaries are and where they can cross borders. Mark 34 of the regions with supply centers. Control of these centers allows the player to produce more units.

    • 2

      Give everyone two armies and one fleet to begin. They must place their armies and fleets into areas controlled by their country. Divide up the countries however you wish to make game play fair. In Diplomacy, there are seven playable countries.

    • 3

      Continue play as if playing Diplomacy on the regular board. No more than one unit can occupy a space at one time. This is vastly different from real Risk, where multiple units can occupy a space. Remember, the object of this game is to diplomatically take over at least half of the board.

    • 4

      Use the official game objectives. For 10 or 15 minutes before each turn (divided by Spring and Fall seasons), players must talk among each other. During this time, they try to convince others to help them in their quests for domination. It takes a superior number of units to conquer another space. To conquer one space, two units must be present. Allies can help other players by adding support to the charge. If both sides have the same number of support, the action bounces back and everyone returns to the starting position.

    • 5

      Write down orders for all units in both Spring and Fall turns. After everyone has written orders, resolve all issues. When a space is taken over, the original occupying person simply moves to another space. If it cannot move, then it is removed from the board.

    • 6

      Allow players to collect more units based on how many supply centers they hold at the end of each Fall turn. This increases their numbers and makes it easier to take over new locations and support holds. Continue play in this way until one player owns 38 spaces on the board.


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