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Will one of the mods kindly unpause dr_cox's revenge it has been paused for similar reasons as other games (account bans). Currently there are 5 active players who wish to continue the game, but one player in particular has not logged on for some time.
Game: world conquers of Turkey (http://phpdiplomacy.net/board.php?gameID=10465) needs unpaused. Player was kicked out and then game was paused. Everyone has voted to unpause but one player. That player has not been on in three days. This is a 12 hour phase game. He would have easily been in CD by now.
This game was paused because of a multi account user. Two players have nbot voted to unpause. One has not signed in since the 27th of April and the other hasn't been on since last Wednesday. Is there any way to unpause this please?
It was paused because someone was a multi and we have been waiting on two people to unpause. One hasn't signed in since last Wednesday and the other person has been on since Friday. The game is 24 hour phase, so I figured they would have signed on by now if they cared. Just seeing what you could do. Thanks!
While poker is partialy a game of chance, it's also about reading a persons intentions and figure out what they have. Diplomacy is much the same except you need to figure out what they really intend to do. I think any F2F poker players amongst us could step up their game in a F2F Diplomacy game. agreed?
Really, I'm interested in what f2f serious diplomacy looks like. My only experience with it is with family. We usually talk a bit pre-game, put in our first moves, and then the alliances are pretty much set. We all sit at the same table and every so often a "hey england, let's talk in the other room" comes up. It's obvious they're plotting something, so the rest of us bank on that information.
I have imagined some type of room in which everyone casually walks around, talking to all nations. Is it anything like that? Can anyone paint a picture for me?
F2F needs multiple rooms or spaces and the abiding image I carry is of players trying desperately to talk to someone who is already holed up in another space. The time limit factor puts you all under such pressure that it is amusing to see the panic that can set in.
"We must talk, we have to talk", is the usual cry.
The last time I played a F2F game was awesome. We had a full 7, 3 of which were me and my 3 roommates. There were people running off for discussions in the bedrooms, the 2 living rooms, the bathroom, the garage, the yard (front, back, and sides). Everyone's phones were going off constantly from texts while they were in meetings with other people. Everyone was trying to spy on everyone else AND have their own secret meetings. All of which is at a truly frantic pace because you only have 15 minutes to talk, run off to somewhere safe, send texts, spy, run off to talk to your other neighbor, try to sneak away unnoticed with your secret friend... LoL.. freaking awesome.
ive played F2F a ton of times. we set up the board in a 'public' room in my basement, and everyone that wants to have a meeting will go into any other room of the house. nobody gets suspicious if you talk to a certain someone, because everyone else knows your either coordinating attacks or convincing someone you wont attack them, so the person your talking to could just as easily be an enemy as a friend.
Speed of thought and decisiveness, that's what it is all about. Besides, we only do 5 minutes when the number of units being played/ordered is small. We increase the time as players amass an empire - though not by too much.
I've played F2F a few times back in college, with 24 hour deadlines. We met every evening after dinner to turn in moves and adjudicate the board. You 'read' a lot into body language, avoidance, intonations, ect,... but there was plenty of time to arrange your conversations. I think the best part was sitting around the board, and seeing the surprise/dismay/angst among the players at the results. (do I sound a little sadistic here??)
In world class tournament play, the lowest time limit is 10 minutes for turns and 2 minutes for order writing in separate phases, although in about 1/2 the World DipCon Championships, Drop Dead Deadlines are used which means that there is a continuous clock with between 14-18 minutes on it and ALL negotiations/order writing and adjudications are done as the clock moves. So if you spend a lot of time on the adjudication then you have less time for the rest of the turn. This makes the game length in time exactly predictable when setting a year limit such as 1907 (popular in France) or 1911 etc, though the US/North Americans tend to have most rounds run without a final time limit. In the San Francisco Bay area we tend to have faster games with limits of 10 minutes for orders and 2 for writing. Going to 5 minutes has been done for newbie games on the theory that new players have no idea what to talk about for 5 minutes and for those players a shorter game is needed to get them hooked on the system.
How long do these F2F games usually take to complete? It seems like a long night with an awful lot of activity. I just finished a F2F game, but we only did moves every other day. That took about three weeks...
In the San Francisco Bay Area the average social game ends between 4 and half and 5 and a half hours. The average game in our major FtF tournament event *Whipping- held in April each year* is almost an hour longer. The key is that even in social games we play with a timer on and that helps push the game along.
I don't think I've ever finished a F2F game to completion... it's always to the point where people sort of dally off, maybe with a promise to continue playing later, or with a sort of acceptance that the person in the lead has won the game.
It's always so frantic. =D
Body language is frighteningly useful. I suspect seasoned poker players would have a nice advantage in the F2F Diplomacy arena... many players stumble over their words, hesitate, or just plain get stumped if you ask them a lot of questions that they have to think up lies for.
Experienced Poker players do not talk much in a game except through formalised bids. I like the game but do not think that the specific skills employed will be enough to overcome the need to communicate effectively and quickly as in Dip.
Reading the body language (ticks and tells) is about all the advantage they'd get, but that would be countered by the disadvatage of NOT usually talking about the game. Some can be very talkative, but they don't discuss the current lay of the table unless it's headsup, one is all in, and the other is reviewing the hand in their head.
Let's say army A attacks Ruh to Bur, supported by an army in Bel, while army B attack Bur to Ruh, unsupported. I know army A wins and moves to Bur, vacating Ruh. My question is, can a unit dislodged from Kie meanwhile retreat into Ruh after the move? I'm pretty sure the answer is "yes", but I want to be sure.
There are those of us in this community who belive in playing 'real' diplomacy... this thread is to explore how we might band together to try and make WTA games more of a norm on php and to help teach new dip players how 'real' (read wta) Diplomacy is played. This thread is to start a conversation...
I am playing a face-to-face game of diplomacy with some folks. Those playing as Russia and Turkey say that those playing as Germany and Italy "ceded" their entire countries to them. Germany and Italy agree, but the rest of us don't like the idea. I was under the impression that if you leave your country, you go into civil disorder and others must MOOVE UNITS to claim the land PHYSICALLY. Can you confirm/clarify? Thanks.