Classical Diplomacy

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Classical Diplomacy is a variant of the classic Diplomacy game, set in the ancient Mediterranean world rather than pre-World War I Europe. Players control ancient civilizations (Rome, Carthage, Greece, Persia, Egypt, etc.) and compete for control of the Mediterranean basin. Like standard Diplomacy, the game is built on simultaneous movement, negotiation, and the absence of dice — all conflict is resolved through deterministic rules. Alliances and betrayal are the core of the experience.

Components

Setup

  1. Place the map centrally.
  2. Each player selects an ancient civilization and places their starting armies and fleets in their home provinces as specified.
  3. Distribute order sheets.
  4. The game begins in an agreed-upon starting year.

Turn Structure

Each game year consists of two main seasons:

  1. Spring Turn:
    • Negotiation: Players discuss, negotiate, and form (or break) alliances. No rules govern what can be said — lies are permitted.
    • Order Writing: Each player secretly writes orders for all their units.
    • Resolution: All orders are revealed simultaneously and resolved according to Diplomacy rules.
    • Retreat: Dislodged units must retreat or disband.
  2. Fall Turn:
    • Same sequence as Spring: Negotiate, Write Orders, Resolve, Retreat.
    • Adjustments: After Fall, count supply centers. Build new units if you gained centers, or disband if you lost them.

Actions

Movement Orders

Conflict Resolution

Builds and Disbands

Scoring / Victory Conditions

Special Rules & Edge Cases

Player Reference

Order Effect
Hold Defend current province (strength 1)
Move Attempt to enter adjacent province
Support Add strength to another unit’s hold or move
Convoy Fleet transports army across sea
Conflict: Higher strength wins; ties = standoff
Builds: +1 unit per net supply center gain; -1 per net loss
Victory: Control majority of supply centers (typically 18/34)