We’re All From South Carolina


I just ready Scott Davis’s Gamecock Central piece, We Are All From South Carolina. When I saw the title, I thought a selfish thought. Crap, he’s going to blog about something I should have blogged about before now. Dangit!

Then I read his heartfelt piece. Struck a chord. Scott has a better claim to South Carolina than do I. My father was a Naval Officer and we traveled around. I guess that makes me a navy brat, right? Yeah, I guess.

I was born in Monterey, California, and spent a great deal of my young life in a place called Ocean Beach, San Diego. It was truly awesome being in OB in the late 60s and early 1970s. My middle schooling was there. At Collier Junior High. Right through the 9th grade.

Then we moved to Alexandria, Virginia. I lived there too. In elementary school and high school. I didn’t move to Goose Creek, South Carolina until May 1975. I was 17. It was only then my South Carolina journey began. Goose Creek, Columbia, Greenville; those places are my local connections to South Carolina. I took my own stint in the U.S. Naval Reserve from 1980-1985. That’s when I had my, We’re all from South Carolina moment.

I was deployed to Washington State. It’s rare to meet fellow South Carolinians out there. Yeah, I call myself a South Carolinian. I became one when I went to The University of South Carolina. But I didn’t recognize all of us until I left.

Yarr, Clemson. Those people were the enemy. I enjoyed going up to a Bengal Ball a time or two with my club lacrosse team, Yazoo! But those Clemson people . . . I didn’t recognize them as friends.

But when you’re away from South Carolina, and the people of South Carolina, you begin to notice how special a breed we are. So when you run into another one, it’s special. Even Clemson people. I ran into some. And found out they were cool. That’s my we’re all from South Carolina realization. They love football. They love South Carolina. They’re pretty much just like us except they like the wrong team.


Pitching depth for @UNCWBaseball still seems pretty good for @GamecockBasebll Regional finals today


UNC Wilmington has used up some of its pitching as it clawed it’s way into the finals. The Seahawks show grit. Surprisingly, they still appear to have some lively arms left for the first game of the Greenville Regional today.

The red arrow indicates those pitchers who are definitely blown for the rest of this series. The black arrows to the left show those pitchers who could be starting today’s games.

Key for the Gamecocks here is to make the UNC Wilmington pitchers work and get to that depleted bullpen. This is why it’s so tough for teams to battle out of the loser’s bracket. The pitching staffs are stretched to the limit in these four game regionals.

LINK to Larger Image

uncw pitching

Surging @GamecockBasebll bypasses numerous RPI darlings. Finishes 5th in SEC.


We present the SEC conference standings juxtaposed against the RPI.

Congratulations. Left for dead at one point in the season, @CoachKingUSC’s #Gamecocks baseball team pummelled RPI darling Texas A&M (18th before the series) on the road. The A&M series must have turned the NCAA RPI statistician’s face beet red. The Gamecocks final SEC record is 17-13, ahead of five SEC RPI darlings.

Seriously. The NCAA’s RPI statistic seems very flawed. Perhaps games later in the season should be weighted more heavily. That would insure the hottest teams get seeded properly for the upcoming NCAA baseball tournament.

RPI rankings seem random. Who even knows if the RPI will be of much relevance to the Committee selecting regional pairings on Memorial Day.

“Pad the Wall, @MizzouAthletics, please.”


How long Missouri fans? How long will you tolerate this idiotic, dangerous athletic director leading your athletic programs?

Yesterday, @MizzouBaseball outfielder @cade_bormet10 suffered a serious injury because of a brick wall recently installed in the outfield foul areas. Watch SEC Network announcers rip Jim Sterk and the Missouri program here.


According to reports Bormet suffered multiple fractures in his face, including the orbital bone, and suffered a cut knee. Bormet is likely to have a concussion. We pray he recovers. Brain injuries like this one are permanent.

Amazingly, Sterk’s athletic department brags that the dangerous wall was recently added for baseball fan aesthetics.

The University of Missouri recentley [sic] renovated Taylor Stadium. The highlight of the renovations was the new state-of-the art McArtor Baseball Facility, which features indoor batting cages and pitching mounds. In addition, a new scoreboard and video board was installed, along with a brick wall that spans foul territory and an improved outfield wall.

Missouri Athletic Department Baseball Site. Player safety needs to be a higher priority in Missouri. Missouri also has “aesthetic” brick walls in its football stadium.

Pad the wall, Sterk. Please.


Diplomacy Guide for Newbies


Get the eBook through this LINK.

This is a Diplomacy guide for new players of the board game playing in a tournament. The idea for this Guide is to give new players a notion of what other more experienced players expect related to the Great Power you have been assigned. Find individual guides to each Great Power at the tag “newbie.”

If your wife or friend is traveling with you to a tournament, this guide will decrease the chance someone can deceive her in negotiations, and increase the odds she don’t do something to inadvertently alienate a Great Power with whom she needs to establish an alliance. This guide provides some links where a new player can learn the basic rules about moving pieces effectively (tactics).

The first part of the Guide is directed to basic understanding of the game. The second part will be broken down into sections on the seven Great Powers in the game. These sections are short and aimed at opening strategy options. When you are assigned a Great Power, review the material for it and you’re off and running.


The first thing a new player should understand about Diplomacy is that it is a political game. The stated object of the game is to gain control of 18/34 supply centers. These are indicated on the map by provinces with dots. That’s just the stated objective. Diplomacy is actually a game about relationships and political influence. If you’ve watched the television show Survivor you get the gist of it. Nobody wins a solo victory by herself. You need allies. Like in the TV show, your success or failure depends on relationships with and influence of others in the game.

At the beginning of the game, most of the important political events take place between you and your immediate neighbors. There is a scramble to make new friends and avoid being the odd woman out of a group of two or three people on your theater of the Board. When a player succeeds in the first couple years of avoiding elimination, gaining influence and power over an area, usually with the help of one or two other players, then the scope of her plans widen. She thinks about all theaters, how to get 18 of the 34 centers. Everything is important. Diplomacy is a well-balanced game. Events on the other side of the Board from you impact the politics and influence in your area. How these events effect your political influence come to light as play enters the mid game.

The diplomacy side of the game—the part about human emotions and relationships with other players—plays out over a simple but elegant movement mechanism (tactics). There are no die rolls. Success or failure, everything really, depend on your choices.

Successful players conceive of a strategy towards victory as early as possible. The best players assess everyone in the game and can see far ahead. The best players rarely vacillate in strategic objectives once set. Don’t switch alliances just because you can grab a dot off your ally. Some players do play that way. They engender disdain from others as “dot grabbers.” Be strategic.


Solo victories are hard to achieve. The great majority of Diplomacy games end in a draw. In a tournament setting, there are a variety of scoring methods. These typically reward players for being part of a draw. Depending on the system of scoring, you gain more or less points by the size of your Great Power at the end of a drawn game.

Generally, your primary goal as a new player should be to find a player or players with whom you can form a solid alliance and get both or all of you into the draw. Your secondary goal is to be as big as you can at the end. If something unusual happens in the game where you might solo, great.

Some people are nervous about admitting that they are a new player because they are afraid more experienced players will automatically attack them. However, the most experienced players will likely have an opposite reaction. These people want to facilitate new blood into The Hobby. Therefore, they will often go out of their way to help new players so they have a good experience.

In your opening discussions, talk to everyone and try to figure out who has been playing a while and which players are less experienced. You can ask other players if they know anyone in the game and get their opinions about what those people are like. As a new player, I would tend to favor an alliance with an experienced player. The experienced players are more likely to see you as a beneficial ally. Unless a solo opportunity arises for them, as stated above, they are more likely to want you to have a good experience, enjoy the game, and maybe become part of the Diplomacy community. This kind of meta gaming is often the most important goal of an experienced player. This is especially true early on in a tournament, or at the end when the experienced player recognizes he lacks a chance to win the tournament.


As stated above, relationships are the key to Diplomacy. There will often be lying and backstabbing. That’s part of the game sometimes. You shouldn’t lie or backstab unless it gives you a great benefit. If it happens to you, don’t take things personally. When an ally stabs you, laugh it off. At the same time, if someone tries to intimidate you, dish it out right back at them. Use the stab or bullying against the other player with the others in the game. Be a good sport. Don’t let people push you around. People don’t like bullies. Someone who is a bully becomes a target. Someone who is winning early is a target. You can get revenge or die with a smile on your face. It’s just a game.


You need to be familiar with the Diplomacy board and abbreviations for the areas on the map. The game starts with seven Great Powers. They are depicted on the map here by different colors. Each Great Power but Russia starts with three centers and three units (fleets and armies). Armies move and project power on land. Fleets move and project power in sea areas and coastal areas.

Three areas on the map bear special scrutiny.

1. Spain

2. Constantinople-Bulgaria

When moving to Spain and Bulgaria it is sometimes possible to choose into which coast you wish to move. You need to specify the coast in your order or it could be declared “ambiguous.” If your order is ambiguous it is invalid and your unit does not move.

So if you’re moving a fleet from Constantinople to Bulgaria, you need to specify the coast on your order like this: F Con – Bul(sc) [South Coast].

Likewise, moving F Mid Atlantic or F Portugal to Spain: F Mid – Spa(sc) or F Por – Spa(nc) [North Coast]

3. Denmark

Unlike most land provinces, fleets may move through Constantinople and Denmark. For example, in two moves, F Baltic Sea may move to Denmark and then into an adjoining sea area like North Sea.


F Bal – Den


F Den – Nth

The rest of the map is pretty intuitive. Sometimes you need to look closely at the lines to see where the spaces connect. Look carefully. For example, Baltic Sea adjoins the province of Kiel.

The size of the province is irrelevant. Some of the smallest provinces–even those without power centers–may become very important in the game. For example, North Sea, Black Sea, and Ionian Sea are  important because they border so many supply centers. Tyrolia is little and Gascony is out of the way, but they are often right in the middle of the action at the end of the game.

The map attached shows the initial centers each power controls by color. Note the provinces with dots. Gaining control of these, sharing these with your allies, or taking these from your enemies, determine how many pieces (armies and fleets) are under your control. The more units you have, the more power you have in the game. Use your power wisely to make friends and limit opponents.


The game is played in two primary simultaneous moves. Each player secretly writes his orders and places them in a central location. Once the clock on order writing expires, all the moves are revealed simultaneously and the pieces are pushed according to the moves everyone makes.

In addition to these primary moves, there is a phase between for retreats. Retreats occur when a player has a unit dislodged. The location of where you may retreat is limited. You can only retreat into an open and uncontested space. You also are prohibited from retreating into the space where the attack came. Generally, you’re allowed to ask which spaces are available for your unit into which to retreat. Players are not allowed to make recommendations but they can tell you the spaces into which your unit may retreat. If you have to retreat, write your retreat order secretly and reveal the retreat order like with the spring and fall orders.

NOTE: You don’t have to retreat. You always have the option of disbanding the unit. Just write “A Tyo disbands.” Sometimes, that is the best choice when you have equal units and centers. You can then disband and rebuild the unit on one of your open home supply centers.

Players gain control over supply centers only during the fall move. If you have more at the end of the first year, you build more units in your home supply centers. If you have less centers, then you disband units until you have an equal number of pieces and supply centers.

Players secretly write their builds and disbands during the winter. Generally, there is no diplomacy allowed between phases. You cannot ask your allies for help with your builds, disbands, or retreats. You should discuss this with them during the spring and fall diplomacy periods.


On the map, the centers in orange are neutral centers at the beginning of the game. Nobody controls these at the outset of the game. The first moves are generally aimed at exerting control over these neutral centers and gaining position to control them and others with and without help from allies.


The image here has each province marked by unambiguous abbreviations. Be careful with abbreviations. Your orders can be invalidated if it is ambiguous. Be careful abbreviating places like North Sea and Norway, or Tyrolia and Tyrrennian Sea. If you write “Nor” or “Tyr” your order might be ambiguous. If you use abbreviations, which is fine and saves time, use the ones on this map. Print this out or save it to your phone so you can reference it.

Time management is important in a tournament. You will have limited time to write your orders. One simple way to keep organized is to routinely write down the location of all your pieces at the outside of a diplomacy phase. For example, if England, you might write on your order-writing notepad these locations:

Spring 1901

F Edi
A Lvp
F Lon

When writing your orders, you can use the abbreviation S to indicate a unit is “supporting” a move. For example, F Edi S F Lon-Nth.

You can use – to indicate movement. F Lon – Nth

You can use C to indicate convoy. For example, F Nth C A Yor-Nwy

You can use H to indicate a unit will hold. For example, F Nth H.

Abbreviations are a good way to save time. Time management is important. You have limited time to write orders and conduct diplomacy. But getting your orders written is an important part of tournament play. Even the best players have trouble with time management and make mistakes because they have to hurry in writing orders at the last minute. It’s good to get the order writing done early in the phase so you have time to reflect and check for mistakes. Also, if you figure out your best moves, you know what you might need from allies and can ask for help.

You must write an order for EACH unit.


When you talk, pay attention to players and what they say to you. Figure out which are the ones you can trust. Do they do what they say? Does what they say make sense when you look at their moves. Trust your gut. If something doesn’t feel right, it probably isn’t.

Note: this does not necessarily mean you should confront the player. You may be better off keeping your concerns to yourself with that person and talking to someone else in the game to get his perspective.

Pay attention to where players move their pieces. The location of the pieces more than words are the best indicator of a player’s true intent. If a player moves a piece into a position that gives them an advantage over your own, you should pay extra care to what they’re telling you. This guide should help you evaluate the stories you’re hearing. It should help you decide who to believe and who to trust.

Remember to talk to the players who are not directly adjacent to you. There are balances in the game. Experienced players understand that sometimes it helps their Great Power when a balancing Great Power succeeds. For example, success of Germany and England is often correlated to the success of Austria. Russia and France success is correlated. England and Turkey. Italy and Germany or England, etc. etc. Later in this guide, I will tell you who across the board from you should be most interested in your success.


The best way to learn how pieces move in Diplomacy is to review Matthew Self’s tactics course. Diplomacy tactics are relatively simple. It probably takes about an hour to work through these tactics problems and become reasonably competent with your tactics. That’s all most people need because most of the game success is determined more directly by the more complicated aspects–strategy, diplomatic skill, and intuition. If you get stressed in the heat of battle, ask allies or the players who want you to succeed for tactical suggestions.

Matthew Self Tactics LINK

Link to Download Map

All Posts Tagged Newbie









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Diplomacy Newbie Guide to Austria


Get the eBook through this LINK.

This series of posts about Diplomacy is aimed at new players heading to a tournament. The idea is that a new player can quickly scan this brief guide and have a reasonable understanding of how more experienced players generally play the Great Power, in this case Austria.

1901 Moves:

The Arch Duke must be confident. Avoid timidity in your negotiations.

Your best strategy is to make alliances with Russia and Italy to attack Turkey. Most El Presidente’s will perceive The Sultan as an existential threat to Italy. Talk to Italy first if possible. Once Italy agrees, then the two of you sell the idea to Russia as a means to avoid a stalemate in the east. Talk to The Sultan. If you hit it off with him, you two can join up and wreak havoc because most people don’t expect the AT alliance.

You must decide to trust Italy or Russia in Spring 1901. If your gut feels good about Italy the more common order is A Vie – Gal, usually an arranged bounce to keep Galacia empty. The problem with bouncing is that sometimes you have to bounce two or three moves in a row, which is a waste of resources for both Great Powers.

If your gut feels good about Russia, then A Vie – Tri protects you from a Spring 1901 stab by Italy. Bonus: if your DMZ with Russia holds, it establishes trust. This makes an alliance between you and Russia more stable and you can make bolder attacks on your mutual enemies.

Spring 1901

F Tri – Alb;
A Bud – Ser;
A Vie – [Gal or Tri]

Fall 1901

F Alb – Gre
A Ser S Alb – Gre
A Tri H [or – Bud or – Vie, if Russia moved A Warsaw to Galacia]

Winter 1901 Builds

Austria should build one or two armies in 1901.


Austria is Arch Duke. England is Prime Minister. France is Emperor. Germany is Kaiser. Italy is El Presidente’. Russia is Czar. Turkey is Sultan. 

Russia opening north or south. This refers to orders Russia will give to A Moscow. A Mos – Stp is a northern opening. Such an opening is generally considered hostile to England. A variation on this is A War – Lvn which would permit Russia to convoy A Livonia to Sweden in the fall. Most of the time Russia will open south.

Italy Going East. Italy Going West. Refers to Italian strategy choice to attack either France or Turkey.

DMZ. A term used for an agreement between players NOT to move into a particular area.

Bounce. An agreement between players to order self-standoff between their units. See the Matthew Self tactics guide for a discussion on this tactic.

Juggernaut, Jugg, RT, or Steamroller. These terms are used to describe an alliance of Russia and Turkey. Generally, this alliance will target Austria as its first victim. Italy and Germany are next on the menu of a Jugg.

Lepanto. This is a reference to a specific set of moves used by Italy to attack Turkey. If this is executed, Italy will convoy an army to Tunis and move fleets east against Turkey in 1902 (the second year of the game). This move is great for Austria.


Your first order of business here is relationships. Be polite and remember making new friends is your goal whenever talking to anyone. You can start the discussions by asking about how long the person has been playing Diplomacy, or if he knows anyone else in the game. After you connect with the person, it’s time to get down to business.

As alluded to above, one of Austria’s first concerns is the Russia-Turkey alliance. A smart way to conduct your diplomacy with all powers in the early turns is to be alert for and concerned about The Juggernaut.


Tell Italy, “I was warned about the Juggernaut alliance. What are your views on the Jugg?” After listening to Italy talk about its dangers. Say, “If we stick together as allies, we can stop the Juggernaut before it gets rolling.” 

Note: Nobody has to keep their word. Just because the Italian agrees does not mean he will really leave you alone. Listen to him and try to discern clues about whether he is being truthful. What kind of person is he? Discerning who is telling you the truth is part of the game.

What to plan with Italy.

Ask Italy, “Would you consider opening Lepanto and allying with me against Turkey?” (F Nap – Ion; A Rom -Apu.)  Tell Italy, “The Turkish navy has nowhere to go but against Italy. “Telling people about strategic dangers facing their Great Power is a smart diplomatic initiative.

Assure Italy you are not going to fight him no matter what. “If we get into a war, everyone else around us gets the profits.” Also, try to get Italy to commit to not moving into Tyrolia. Say, “Let’s DMZ Tyrolia.”

If Italy wants to attack France, tell him you’re going for an alliance with Russia to attack Turkey. “If you go west, I’ll go east. I’ll have your back and you’ll have mine.” This is what Italy wants to hear. Telling people what they want to hear is a generally a good idea in Diplomacy.

Promise to meet back up later and find out what everyone else is saying before the moves.

Do not tell Italy (or anyone) your moves. Especially, do not tell him if you plan a standoff in Galacia with Russia. That’s an invitation for Italy to grab Trieste. If he asks, say, “I”m getting a  DMZ in Galacia.”

Germany and England

Talk to Germany early if possible. Hobby statistics show that Germany and England benefit with Austria does well in a game. If experienced players are controlling those two Great Powers they won’t have any real reason to deceive you.

Like you, Germany will worried about a potentialJuggernaut. Bring this possibility up. “Are you worried about the RT alliance?”

Russia needs German cooperation to get into Sweden in 1901. Ask Germany if he will help you influence Russia into maintaining a DMZ agreement between you and Russia in Galacia. Say, “Will you tell Russia that the presence of a Russian army in Galacia will factor into whether he gets Sweden?” Remember, Germany is next on Russia’s menu after you’re dead.

If Germany is knowledgeable, let the German player know you are new and depend on his advice. Try to establish a cordial relationship and ask him to provide you advice about moves and strategy and diplomacy.

Same thing with England. These two are your natural allies on the other side of the Board.


The Russian – Austrian alliance is as good as The Juggernaut. If you can strike up an alliance with Russia–if you are comfortable with the Czar–this is a great strategic objective for the Arch Duke. Generally, attacking Turkey is in your mutual interest. Turkey is because both of your lines. If you can secure the southeastern corner by eliminating Turkey, both of your Great Powers can project power west. Tell Russia, “Let’s ally and attack Turkey.”

If Russia has experience, let him know you’re new and may need help with orders and tactics. This may induce him into an alliance with you. You can always change what he wants you to do if you feel squeamish about his plan.

The primary negotiation point between you and Russia in Spring 1901 is the province of Galacia. It is strategic for both of you. Russia could move from Galacia into two of your home centers (Vienna and Budapest). You could move from Galacia into Warsaw. It is so strategic many people playing Austria recommend that it is better to establish a standoff (bounce) there instead of a DMZ. The arranged standoff insures nobody can stab the other by taking the space on the first move. However, a standoff means you must leave Trieste undefended against Italy. What if Russia tells Italy you and Russia agreed to a standoff in Galacia?

How you order A Trieste is essentially a choice of whether to trust Italy or Russia. You decide which player is most worthy of that trust when writing your order for A Vienna.

Ask Russia to take Rumania with F Sevastapol in the fall. A Russian fleet in Rumania is less of a threat to Austrian home centers and Serbia than a Russian army. The presence of a Russian army in Rumania is a red flag for a Juggernaut.


The Austria-Turkey alliance is unusual. However, it can be done if Turkey builds mostly fleets and Austria builds mostly armies. The first target of such an alliance is Russia. Tell the Sultan, “Let’s ally and attack Russia together.” You can support the Turk into Rumania in 1902 or even Fall 1901. I wouldn’t rule this support out if you are most comfortable with the Turkish player. You do not want to let either Italy or Russia know you and Turkey are hitting it off.

If Turkey agrees to an alliance with you in 1901, ask him to order A Smy – Arm and try for Black Sea. If Turkey has an army in Armenia in Spring 1901, and you’re comfortable with the Turk, then you can probably risk ordering A Ser S A Bul – Rum. That will keep Russia from gaining a supply center in Rumania and make it easier tactically for you and Turkey to defeat him.

Whatever they are saying, watch the Black Sea. If Turkey and Russia are comfortable enough with each other to allow a fleet into Black Sea during Spring or Fall 1901, that’s a clear sign of a developing Juggernaut alliance. Start sounding the alarm in your diplomacy with England and Germany and Italy by telling them, “There’s a Juggernaut!” The normal response to a Jugg is for Germany and England to attack Russia in the north, and Italy to help you against it in the south.


Statistics suggest France does well when Russia succeeds. A powerful Russia is not necessarily great for Austria unless you’re in a good alliance with the Czar. Be cautious listening to France.

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Diplomacy Newbie Guide to England


Get the eBook through this LINK.

This series of posts about Diplomacy is aimed at new players heading to a tournament. The idea is that a new player can quickly scan this brief guide and have a reasonable understanding of how more experienced players generally play the Great Power, in this case England.

1901 Moves:

There are two sets of orders for England that ought to be considered by a new tournament player.

The first set is more aggressive and may require misleading France to pull off. However, you’re new so you can always beg for French forgiveness after the fact.

Spring 1901
F Lon – Eng;
A Lvp – Yor;
F Edi – Nth

When confronted in the Fall diplomacy phase by France, claim another player (Russia is most plausible) told you right before the deadline that France was moving F Bre – Eng. You probably should ask Russia and other players during the Spring 1901 negotiation phase if they know if France is moving to the Channel. This will give you a plausible story. Tell France you changed your orders at the end to keep English Channel clear. You have no hostile intent. Promise to move F Eng – Bel in the fall turn. France may even support you into Bel.

Fall orders look like this:

Fall 1901

F Eng – Bel
F Nth C A Yor – Nwy
A Yor – Nwy

The other option depends on trusting France to DMZ the Channel and is more conservative. This set guarantees you get a build (Norway) even if Russia opens to the north.

Spring 1901
F Lon – Nth;
A Lvp – Edi;
F Edi – Nrg

If Russia opens north, you must support your attack on Norway or Russia can bounce you out with A Stp – Nwy. See below.

Fall 1901
F Nth C A Edi-Nwy;
A Edi – Nwy;
F Nrg S A Edi – Nwy

If Russia opens south, nobody can keep you out of Norway. You can use F North Sea to try and take Belgium, or use the fleet to support Germany or France into Bel.


If someone says anything about the Prime Minister they are probably referring to you.

Russia opening north or south. This refers to orders Russia will give to A Moscow. A Mos – Stp is a northern opening. Such an opening is generally considered hostile to England. A variation on this is A War – Lvn which would permit Russia to convoy A Livonia to Sweden in the fall. Most of the time Russia will open south.

Sea Lion. This is the name of a French – German alliance opening designed to dislodge F North Sea in the fall of 1901. France has to successfully order F Bre – Eng for the Sea Lion to work as planned.

Western Triple. This refers to an alliance between England, France, and Germany. It’s generally disfavored as a boring opening. However, it is great for England in a tournament because Germany moves east against Russia and France south against Italy. The Western Triple plan usually sends England over the top of the northern part of the map to take Scandanavia and St. Petersburg with an army.


Your first order of business here is relationships. Be polite and remember making new friends is your goal whenever talking to anyone. You can start the discussions by asking about how long the person has been playing Diplomacy, what’s his favorite tournament, or if he knows anyone else in the game. After you connect with the person, it’s time to get down to business.


Establishing a DMZ in English Channel is usually a French goal. The sea area borders home supply centers for both Great Powers so it is usually accepted that a DMZ in English Channel will take place.

It would not be unreasonable to ask France if he will support F North Sea to Belgium in exchange for the DMZ. A DMZ in English Channel should allow France to pick up Portugal and Spain (2 builds). If England gets Belgium, that’s two each.

Ask France not to build fleets, especially not in Brest. You prefer that France build armies. A large French navy is likely an indication France intends to attack England.


The main goal in 1901 is for you get get an alliance with France or Germany or both. Belgium is seen by most players as a bargaining chip. It’s hard to defend and sometimes it is an albatross trying to keep it. You don’t want to be in position where you’re one of the parties squabbling over Belgium. If you can create a conflict between Germany and France over Belgium, that probably is in your long-term strategic interest. On the other hand, if you can get Belgium in 1901 without too much diplomatic effort, go for it.

Sometimes France or Germany will want you to convoy your army to Belgium. Sometimes they strenuously object. The reason for this is an army in Belgium will make it easier for England to help with an invasion. A Belgium can project inland to Ruhr or Burgundy, but F Belgium cannot. This is a sensitive matter for both of Germany and France. Find out what they think before convoying an army to Belgium.


Germany is a great ally for England. First, the two of you can cooperate in Scandinavia against Russia. If you convoy an army to Norway, it is reasonable to expect Germany may support A Norway to Sweden in 1902. You can promise to keep Sweden only temporarily. Then, in 1903, you move to A Swe – Fin and support one of your fleets or your army into St. Petersburg. Germany should like this plan because it means you and Russia will be fighting each other and not Germany.

Second, an alliance with Germany tends to keep France honest against you both. France can easily stab England by moving to English Channel and from Mid Atlantic Ocean into Irish Sea. Right into your back door. There is not a lot you can do about it if you’re also fighting Germany.

See the discussion on Belgium. If you can use that dot to influence Germany into an alliance with you, it is worth it. Try to get Germany to attack France by moving to Burgundy.


Russia is generally concerned about England convoying an army into Norway. It is wise to keep a good relationship with Russia in the early game. If Germany makes an alliance with France, then Russia may help you fight them. It is not much of a concession to take Nwy with a fleet. There are tactical advantages to this as well. You are not giving up much to agree to that proposal.

Russia does not want Germany to get too big. A large Germany is a strategic threat to Russia. Even if Russia has opened south, an alliance with England–or at least cooperation–allows mutual defense of Sweden and Norway against German aggression.


An alliance with Italy is profitable. The majority of the time, Italy will want to move east. But if you promise to help him attack France, Italy may agree because he can take Marseilles and Spain with a little time investment. If Italy is an experienced player, you may find a great alliance with Italy against France. You want Germany in on that party.

If Italy doesn’t want to attack France, then I would not waste my time attacking France. You’re better off forming an alliance with France against Germany. You should discuss what Italy thinks about a western strategy. If he is open to it, then England should also be interested in this. France is a powerful Great Power and the largest threat to England.

If Italy does ally with you against France, he will expect you to move into the English Channel and maybe try for Brest in the fall. A sincere Italy will move A Ven – Pie and take Tunis with a fleet instead of convoying an army into Tunis.

Austria and Turkey

Hobby statistics suggest that the success of Austria and Turkey correlate to a strong England. If one of the players controlling these Great Powers are experienced, they will understand this correlation. Generally, they have no reason to deceive you. These may be great people from whom to seek tactical and strategic advice.

There is no great downside by establishing a good relationship with either or both of these powers. Be careful in what you disclose! Sometimes a player may want to gain favor from Germany, France, Italy, or Russia by feeding intelligence on your moves. Use your gut.

Winter 1901 Builds

England is an island. You need fleets. The first English build ought to be a fleet. There is a strong argument the second build should be a fleet. However, if you have convoyed an army off the mainland, you should consider building an army. It is a home guard. It will deter a French or German stab. Later, you can convoy the army to Belgium or Norway if it safe to do so.

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