For the first time since 1999, the classic board game Diplomacy has been re-released! The game elements have remained the same, but the various parts have been completely renewed. Social interaction, negotiations and tactics still play a major role in this famous game. In the Diplomacy board game, 2-7 players take on the leadership of one of the seven European superpowers from the beginning of the twentieth century. Choose from Great Britain, France, Germany, Italy, Austria-Hungary, Turkey or Russia. With the available units, try to capture 18 of 34 available landing areas on the board. But to get that done you need the help of the other players who control the territories. The most important rule: no agreement made during the negotiation is binding. This can have far-reaching consequences. But if you violate your agreements too often, no other player will trust you anymore. With diplomatic work, creating and breaking alliances at the right time and strategic insight you can win the game. Unless you are betrayed yourself .... Each player starts with 3 units, except Russia, because it starts with 4. Each game round starts with negotiation, with the players withdrawing per 2 or sometimes with more, so that the rest of the players cannot follow the negotiations. Orders must be returned after an agreed time. To this end, every player writes an order on a piece of paper for every unit he has. All orders are collected and are executed at the same time! This is therefore very different from what is normal in other games, where you take turns taking turns. The armies may only stand in land and coastal areas. The fleets may only be located in marine and coastal areas. In the coastal areas they can therefore attack each other. Army you can give 3 types of orders: Attack / move: You try to move your army to an adjacent area. If that area is occupied, it is an attack. Since each unit is equally strong and no dice are used, you will need support from another unit to be able to enter the area. Hold: You remain standing in your current area. Give support: You give support to a unit that wants to enter or maintain an adjacent area. This can be a unit of yourself, but also a unit of a fellow player. For fleets, a fourth order is still possible: For the navy, a fourth order is also possible: Convoying: Here you can move an army through a water area to another land area. After the orders, it is determined which movements are possible. All units that have sufficient support are moved to the area they have chosen. Since only one unit may be in each area, any unit present is driven to an adjacent empty area. If this is not possible, the unit will be removed from the board. A number of the areas on the board are the so-called supply areas. Every second turn it is checked whether you have a supply area in your possession that was not yet yours. In that case, a mark of your own is imposed. Now it is counted how many of those markers you have on the board and how many units. If you have fewer units, you can build new units, if you have more units than brand tiles, you must destroy units. The additional building may only take place in the supply areas that you had in your possession at the start of the game. As soon as someone has 18 supply areas or if a fixed number of turns has been played, the game is over. The player with the most landing areas in the latter case wins the game. Contents: 76 x 51 cm game board (map), 315 army, navy and control markers, 20-page strategy guide, 24-page rulebook.