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Varianti - webDiplomacy gioca online a gioco da tavolo di strategia

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Varianti di webDiplomacy

La lista di varianti disponibili su questo server con le informazioni e le regole, se diverse dalle regole classiche.

Antico Mediterraneo (5 Giocatori)

Una variante con una mappa dell'Antico Mediterraneo.

Parametri della variante:

Regole/informazioni particolari

Unlike the original variant-rules a fleet occupying the Baleares may not be used to convoy an army using the normal convoy rules.

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Classica - costruisci ovunque (7 Giocatori)

Variante uguale a quella classica, ma è possibile costruire in tutti i centri posseduti.

Parametri della variante:
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Classica (7 Giocatori)

La classica mappa di Diplomacy dell'Europa

Parametri della variante:
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Classica Inghilterra* contro Turchia (2 Giocatori)

La mappa classica di Diplomacy, ma con solo Turchia e Inghilterra. Per bilanciare la variante, l'Inghilterra parte con le flotte già in mare e non nei centri di produzione.

Parametri della variante (Versione 1.0):
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Classica - Nebbia di Guerra (7 Giocatori)

In questa variante i giocatori possono vedere solo una parte della mappa.

Parametri della variante (Versione 1.0):

Regole/informazioni particolari

  1. Units: See their current territory + every territory that share a border with them
  2. Territories with a support-center: See their current territory + every territory that share a border with them
  3. Territories without a support-center: See only their current territory
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Classica Francia contro Austria (2 Giocatori)

La mappa classica di Diplomacy, ma con solo Francia e Austria

Parametri della variante (Versione 1.1.8):
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Classica - Germania contro Italia (2 Giocatori)

La mappa classica di Diplomacy, ma con solo la Germania e l'Italia

Parametri della variante (Versione 1.0.4):
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Diplomacy Coloniale (7 Giocatori)

Variante di Diplomacy sulla colonizzazione dell'estremo oriente

Parametri della variante (Versione 2.1.5):

Regole/informazioni particolari

The Colonial Diplomacy variant of diplomacy follows the most of the rules as standard diplomacy with a modified map, and with 5 additional rules. The game is the first commercially published true simple Diplomacy variant.


  1. Except as noted below, the standard rules of play for Diplomacy apply.
  2. Cebu looks like a body of water with islands inside of it, which is accurate. It is analogous to Kiel, Constantinople or Denmark in the standard diplomacy.
  3. The Caspian Sea, Lake Baykal and any other unnamed space is not passable.
  4. This version of Colonial is based on the Moulmein Convention, so land bridges have been added between Otaru and Akita, and Sakalin and Otaru.
  5. Hong Kong is a British home supply center. It counts as a supply center for any country except China. If China is in possession of Hong Kong, it counts as a non-supply neutral territory.
  6. The Suez-Canal:
    The player who controls Egypt can move an own or foreign fleet directly from the Mediterranean to the Red Sea (and vice versa), through the Suez Canal. Therefore he can set an extra order to accord permission to a fleet in the Mediterranean or Red Sea.
    A fleet can only move directly between the Mediterranean and Red Sea if it gains permission by the player of the fleet that occupies Egypt. If there is no fleet in Egypt, there is no way to use the Suez Canal.
    On the map the given permission will be symbolized by a blue arrow around the Suez Canal pointing into that direction, a fleet could pass the Suez Canal (e.g. pointing towards the Red Sea, if the fleet in the Mediterranean Sea is allowed to use the Suez Canal).
    Important: Unlike stated in the original rules, you do not have to hold Egypt for the whole turn to be able to use the Suez Canal in this implementation. This decision was made to avoid tons of paradoxes which could occur with such conditional moves.
    Apart from this rule Egypt is analogous to Kiel, Constantinople or Denmark in the standard diplomacy.
  7. The Trans-Siberian Railroad (TSR):
    • The Trans-Siberian Railroad (TSR) runs from Moscow to Vladivostok and may be used by the Russian player to quickly move units across his empire.
    • Only the Russian player may use the TSR.
    • Only one unit may use the TSR per turn
    • A unit using the TSR can move from one territory with access to the TSR to any other territory along the TSR.
    • The targetted territory has to be unoccupied when the unit arrives. You cannot use the TSR to attack a holding unit or cut supports. If the occupying unit leaves the territory it can be entered via the TSR in the same turn.
    • If there is any foreign unit between the unit and its targetted territory or the targetted territory is occupied, the route of the TSR is interrupted and the unit has to stop in the nearest empty province.
      Russia: A Oms xxx, A Mos - Irk via TSR
      China: A Mon - Kra
      There will be a standoff in Kra between A Mos and A Mon. As Omsk is occupied by another Russian army, A Mos will stop in Perm.
    • Russian units along the route do not block the TSR.
    • A standoff between equal forces along the route does not disrupt the TSR-move.
    • The unit using the TSR may receive a support to avoid a standoff with another unit that tried to enter the targetted territory. The support only counts for the targetted territory and has no influence on any other territories along the route which could be blocked.
    • If a foreign unit at least tries to leave a territory along the route, it does not block the TSR. This might be unexpected but the territory can be considered as temporary unoccupied when the TSR passes it.
      • Russia: A Mos - Irk via TSR
        China: A Kra - Irk
        Kra is temporary open so A Mos moves through it and bounces with A Kra in Irk. There will be a standoff in Irk and as Kra is occupied by the returning Chinese army, A Mos will stay in Omsk.
      • Russia: A Mos - Irk via TSR, A Vla S A Mos - Irk
        China: A Kra - Irk
        As Kra was temporary unoccupied A Mos was able to take Irk with support from Vla.
      • Russia: A Mos - Vla via TSR, A Oms - Akm
        China: A Kra - Akm
        This time A Mos can reach Vladivostok as Kra tried to leave the route.
      • Russia: A Mos - Vla via TSR, A Oms - Akm
        China: A Kra - Akm, A Mon - Kra
        A Mos stops in Perm because A Mon still blocks Kra even though it cannot finally enter it as A Kra returns.
    • An exeption of the rule above are HeadToHead-Moves. If a unit in a territory on the TSR next to the origin of the current TSR-move directly moves into the origin, it temporary leaves its territory open, but blocks the unit on the TSR even on the half way.
      Such moves will be adjudicated like normal HeadToHead-Moves without supporters for the TSR-unit.
    • TSR orders are set like convoy orders but with 'via TSR' instead of 'via convoy'. If there is already one TSR order set, the player will not be able to set another move via TSR unless he unsets the first one.
    • TSR moves are displayed as orange arrows on the map. The arrows might be split into two parts if the route was blocked at some point.
  8. There are neutral SC's on the starting map on coloured territories. These SC's are marked with a neutral coloured box () drawn around them. Once occupied they count as any other SC.
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Classica - Inizio personalizzato (7 Giocatori)

Variante uguale a quella classica, ma permette di costruire le proprie unità di partenza.

Parametri della variante:

Regole/informazioni particolari

This map is like Classic Diplomacy in every way, except the game starts with a build phase, and each player gets to determine which units they want to start out with

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La caduta dell'impero Americano: Guerra Civile! (2 Giocatori)

Variante 1 contro 1 della mappa Caduta dell'impero Americano che si svolge durante la guerra di secessione

Parametri della variante (Versione 1):

Regole/informazioni particolari

Except as noted below, the standard rules of play for Diplomacy apply.
  1. Only two powers are present on the board: the Confederacy and the Union, each of them starting with 3 centers. All the other centers in the map are neutral; their different colors of the States reflect which side they chose during the Civil War, while some territories are colored as generically Northern and Southern neutral territories. The different colors have no effect on the game
  2. Before the first diplomacy phase, each power can choose whether building armies or fleets in their starting centers.
  3. The map is the same used in the Fall of the American Empire variant, with a few slight modifications. The rules concerning the movement of units are thus the same as those of that variant. The only difference deals with the rivers, which have been extended, multiplying the possibilities of fleet movements. The links between territories are set by common sense, reflecting the course followed by the rivers. A fleet in Missouri can move in both branches of the Mississippi/Missouri rivers; in Iowa, a fleet can find itself in the Mississippi River or in the Missouri River (it works exactly as Spain SouthCast and Spain NorthCoast in standard Diplomacy): to move from a branch to the other, the fleet must pass from the Missouri state; a fleet in Milwaukee can find itself in the East Coast, in the North Coast, or in the Mississippi River: a fleet in one of these positions cannot move in another. On the contrary, the territories of Minneapolis, Chicago and Ohio have not this distinction: for example, a fleet can move from Kentucky to Chicago, and next turn to Lake Michigan.
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La caduta dell'impero Americano IV (10 Giocatori)

Il paese è in rovina preda dell'anarchia. Guida una delle 10 nuove o vecchie nazioni e conquista l'America del Nord

Parametri della variante (Versione 1.7):

Regole/informazioni particolari


The country is in ruins and in a state of anarchy except 5 states where new 'Republics' have arisen. Florida, Texas and California maintain some semblance of order within their old borders. In the north-east, New York has formed a union with Pennsylvania and New Jersey to stand together in the coming wars. Chicago, Milwaukee and Minneapolis have done likewise, calling themselves the 'Heartland' of America...

Meanwhile, the events in the United States have caused Quebec to secede from Canada. Western Canada soon followed suit, under the leadership of British Columbia and joined with American renegades in Alaska. The central Canadian government has fallen and is in disarray...

In the south, the increasingly strong drug lords and industrial mafia have rested control of northern Mexico away from the government, while the rebellion of Chiapas has spread to other southern Mexican states. Under siege, Mexico's government prepares to strike back...

Taking advantage of the chaos on the North American continent, Cuba invades Jamaica and prepares to spread its influence further abroad, while Peru takes control of Colombia and turns its eyes northwards...

This is the setting at the start of the Empire variant of Diplomacy, where you play one of 10 new or old nations in a bid to conquer North America. Can you lead your country to North American domination?


  1. 34 supply centers are required to win
  2. Great Lakes - Fleets cannot move directly from one Great Lake to another, except from Lake Michigan to Lake Huron.
  3. Canals - There are a few one-space canals that act like Kiel in Vanilla dip. This means that the spaces have no coasts and fleets can exit on any side: Panama, Ontario, Michigan, Upper Peninsula, Chicago (see below). There is also a canal between New York City and New York State. Fleets can move from one to the other.
  4. Waterways - There are two waterways in Empire4 where fleets can move as though there were a coastline in the listed territories. These rivers do not impede army movement:
    • Mississippi (Chicago, Missouri, Kentucky, Tennessee, Arkansas, Deep South, Louisiana)
    • St-Lawrence (Beauce, Montreal, NYS, Ontario, Quebec, Gaspe)
    • For example, a fleet could move from Tennessee to any of Kentucky, Missouri, Arkansas or Deep South.
  5. Landbridges
    • Units can move between Ungava and Nunavut. This does not block movement between Hudson Bay and the Sea of Labrador.
    • Units can move between Michigan and the Upper Peninsula. This does not block movement between Lake Michigan and Lake Huron.
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Classica - Flotta a Roma (7 Giocatori)

Variante uguale a quella classica, ma con una flotta a Roma invece dell'armata

Parametri della variante:
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Modern Diplomacy II (10 Giocatori)

Modern Diplomacy II inizia nel 1994 su una mappa che comprende l'Europa, il Medio Oriente e l'Africa del Nord.

Parametri della variante (Versione II):

Regole/informazioni particolari


Modern Diplomacy is intended to be diplomacy with an updated map, circa 1994, taking place in Europe, the Middle East and North Africa. Any country with more than 30 million inhabitants was made a power. Those with more than 60 million inhabitants were given 4 home centers, while Russia (with 200 million plus) was given 5. Iran would have qualified as a 4 supply center power, but this would have made it necessary to extend the map into Asia, so it was not done.

Other than this, borders and neutral supply centers were distributed to even out the game. Monaco was made a neutral SC (it has lots of money) even though it's size does not warrant it, and Gibraltar was made a British starting SC, both to give Britain a port in the Mediterranean, and to give Spain more than one neighbour).

Notes on Geography

  1. Cairo, Hamburg and Istanbul behave as Kiel and Constantinople did in the original game: they have no coasts but fleets can pass through them to bodies of water of both sides.
  2. There are no home SCs. In the Adjustments Phase, a unit may be built at any owned and open SC.
  3. There is another canal linking Rostov and Volga, thus permitting access to the Caspian Sea to ships. Rostov is situated along the Don River which empties into the Black Sea, while the Volga empties into the Caspian Sea. In the real world there is a canal at Volgograd linking the two rivers, somewhere in the southern Volga region on the map. This is the only way to get ships into and out of the Caspian Sea.
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Rinascimento (12 Giocatori)

Lotta tra 12 giocatori per il dominio nell'Italia rinascimentale.

Parametri della variante (Versione 1.6):

Regole/informazioni particolari


Italia, Rinascimento: Italy is fragmented in dozens of different states, divided by ancient hatreds and by unstable boundaries. Shall one power emerge from the chaos and join together the Italian nation? The Dukes of Savoia, based in Torino, have to decide where to focus their interests: either in the French or Italian slope of the Alps. The Dukedom of Milano is ready to extend his power beyond his habitual borders. The Republic of Venezia, a traditionally maritime power, while sending fleets towards the eastern Mediterranean Sea, tries to find his way throughout the inland. Her traditional rival, the Republic of Genova, establishes a strong position at the opposite side of the peninsula. In Tuscany, the free cities of Pisa and Siena fiercely fight against the Republic of Firenze, which desires to rule the entire region. Sitting in the ancient city of Roma, the Pope governs the Stato della Chiesa, the large Papal State comprising the whole central Italy, and spreads his influence even in the hearth of the Kingdom of Napoli. The small free Dukedom of Ferrara, tight between the Venetian territories and the papal city of Bologna, shall use every diplomatic skill to gain the sympathy of both sides. The vast Kingdom of Napoli needs to consolidate its actual possessions before launching a powerful strike to the northern Italy. While the Italian powers are struggling each other, menacing enemies hanker after the prosperous cities and plan a full-scale offensive. The French press on the natural boundary of the Alps, eager to swarm around the rich plains. The Turkish wish to take possession of the Italian coasts in order to start a massif invasion and extend their dominion to the other side of the Mediterranean Sea.

This map is the best compromise we have found between historical consistency and playability; there are indeed several geographical inaccuracies, but we do hope they are exceeded by the desire of a better game.


  1. Except as noted below, the standard rules of play for Diplomacy apply.
  2. Home supply centers: Units may be built on any vacant supply center that has been held for a fall. (i.e. all supply centers controlled by players are considered their "home supply centers" for the purpose of building units)
  3. The colors on the map reflect the theoretical influence zones of the different powers at the beginning of the game; some neutral centers are situated on colored territories, but they count as any other supply center.
  4. Neutral forces: There are three centers which are defended by a neutral army: Genève, Trieste and Trento. These armies do nothing but holding every turn; nevertheless, they can be supported by other players. Once they are dislodged, they are automatically disbanded.
  5. French and Turkish: those two powers start the game with a certain amount of armies or fleets, but no supply centers; during the first winter turn of the game (building phase), if they do not own as many supply centers as the number of their units, they have to destroy some of them. They are thus forced to capture centers during the first year, or their game is over.
  6. Appenini Mountains: In the middle of the Italian territory, runs a mountain chain named Appennini, represented on the map as a thicker black border. Troops can move from one slope of the Appennini to the other only throughout some passes, marked by two parallel lines with a lighter border between them.
  7. Benevento: This city belongs to the Stato della Chiesa (Papal State), but it is completely circled by possessions of the Kingdom of Napoli. The army starting the game in Benevento cannot move during the whole game; nevertheless, it can support holds and support moves, and it can be supported by other armies. If another player successfully captures Benevento, this rule decays both for Papal and non-Papal armies.
  8. Roma capital city (credit for this rule to Davide Ravaioli): The Italian nation can be considered reunited only if the major power owns the capital city, Roma. In order to win the game, one power needs to own 33 supply centers after a fall retreat phase, and one of them must be Roma.

Notes on Geography

  1. The vast grey non-named area on the top of the board is not passable, and it cannot be occupied by any unit.
  2. The are three points in which 4 different territories meet each other: armies present in one of the areas are allowed to move only to one of the two adjacent territories, and not to the exactly opposite one. The three crossing points are: Bol-Fer-Com-Rav ; Fir-Pra-Pis-Liv ; Fir-Are-Sie-Pio .
  3. The islands of Elba, Pantelleria and Malta are supply centers. For graphical reasons, the centers of Pantelleria and Malta consist of the islands and the water around them; for this reason, only one unit at time can occupy one of those centers. On the contrary, the island of Elba is a center composed only of the island itself: thus a unit can occupy Island of Elba while a fleet occupies an adjacent sea zone (for example Eastern Ligurian Sea).
  4. Any non-named island on the map is considered just a graphical trick, and cannot be occupied by any unit.

New pot distribution system

Since the different powers start from very different positions, it seemed fair to develop a new pot-distribution system for the PPC (Points Per Centers) games. While the standard system assigns the pot proportionally to the centers owned by the different powers, the new system focuses on the difference between the present percentage of owned centers and units and the same percentage at the beginning of the game.

Example: Napoli starts the game with 4 units + 4 centers, equal more or less to 15% of the total number of units + centers in play (54); if at a certain point there are 45 units + 45 centers into play (i.e. owned by active players) Napoli needs 6 units + 6 centers (again 15% of the total) to keep his initial bet: if he owns more than that, he will gain points, if he owns less he will lose point.

It is important to note that the neutral centers and the centers of the players who left the game are not counted in the total of the owned centers, and thus they have no influence on the pot distribution. This can be a good advantage for small powers who keep on playing the game right to the end, since their portion of units + centers could increase rapidly due to abandon of other players.

For the ones interested in the quite complicated function that calculates the exact amount of each player, please do not hesitate to contact me or Oli.

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Sengoku (8 Giocatori)

La variante Sengoku è ambientata ai tempi del Giappone medievale

Parametri della variante (Versione 5.0):

Regole/informazioni particolari

  1. Home SC's:
    Units may be built on any vacant supply center that you have held for a fall. (i.e. all SCs controlled by players are considered their "home supply centers" for the purpose of building units.)
  2. Neutral forces:
    In addition to the 8 players of this variant, there are neutral territories, represented by black supply centers on the map. Each neutral territory is occupied by a neutral army that never does anything but hold. These armies may be supported by other players. They are disbanded immediately if dislodged.
  3. Only winner takes all:
    Victory is declared when one Daimyo has control of 25 SCs, or all other players concede defeat. There can only be one Shogun. Have fun and welcome to 16th Century Japan!
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World Diplomacy IX (17 Giocatori)

Una variante con una mappa dei territori di tutto il globo

Parametri della variante (Versione
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