Diceplomacy - Intro and Rules

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DICEPLOMACY

The Simple, yet Strategic Dice Game of War and Diplomacy

Europe on the brink


The Archduke, his treasurer, and a circle of bankers are counting treasure chests to finance
the coming war.
In Berlin, from his palace balcony the Kaiser overlooks, as his field marshals shout and train
the troops.
The Tsar is visiting a massive factory changed to war production of weapons, while
labourers outside are moving artillery.
The American President is looking and pointing at a map of Europe as he listens to the
French ambassador and smokes on his cigar.
The theatre of Europe is about to go up in the flames of war. You are the leader of your
people. Use your diplomatic skills and luck of the Iron Dice to secure victory.

Rules
Diceplomacy is a simple, yet strategic dice game of war and diplomacy.

Quick game overview:

Each player rolls one die, to determine their Power, and keep their die hidden.
On your turn, you can do 1 of the following 4 things: Declare war on another
player, propose an alliance with another player, cancel all
alliances, or reroll your Power die
If you declare war on another player - the one of you with
highest Power scores a Victory, and the other a Defeat.
The goal of the game is to get 3 Victories.
If a player is defeated 3 times, he is out of the game.

1. Declare War

When you declare war - you choose another player to attack.

Allies are also in the war:


o If you have an ally, he is automatically attacking with you.
o If the defender has an ally, he is automatically fighting with him.
o If the defender is outnumbered, he can ask if any other player or
alliance will come to his aid in the fight.
Either side can surrender if all on that side agree to it

The game Diceplomacy by Jeppe Kirk Bonde is protected by copyrights.


o The winning side then each score a Victory, the surrendering side each
suffer a defeat, and all players involved in the war reroll their power
die.
o Players who were not part of the war, do NOT get to reroll their die.
The side with highest combined Power wins:
o If no side surrenders - the involved players reveal their dice. The side
with the highest combined Power win and each scores a victory. All
players on the losing side get a Defeat.
o If the Power is equal - the defender(s) win.
o The winning side then rerolls their Power die. The losing players as
well as neutral players do NOT get to reroll their die.

2. Propose alliance

Propose an alliance to one other player.


The other player can then either agree to the alliance, or reject your proposal.

You can only be in one alliance and only with one other player.
If you or your ally attacks or is attacked, you are both automatically in the fight
together.
Your alliance can be instantly cancelled in the following ways
o You declare war on your ally
o You propose an alliance to another player
o You accept an alliance proposal from another player
o A player uses his turn on a Grand Treaty
o If there are three or fewer players in the game - all alliances are
instantly cancelled, and players can not make any new alliances.

3. Grand Treaty

Cancel all alliances among all players.

4. Reform

Reroll your Power die.

Winning the game

The first player to get 3 victories wins the game.


If two players get to 3 victories at the same time, the one with fewest defeats
wins.
If both players also have the same number of defeats, the one whose Power
Die is highest wins.
If bother players also have the same Power its a tie.

The game Diceplomacy by Jeppe Kirk Bonde is protected by copyrights.

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