Overview
Colonial Diplomacy is a variant of the classic Diplomacy game set in Asia and the Pacific during the colonial era (late 19th/early 20th century). Players control major colonial and regional powers — Britain, France, Holland, Russia, Turkey, China, and Japan — competing for control of Asia. Like standard Diplomacy, the game features simultaneous movement, no dice, and negotiation as the primary mechanic. Trust, alliances, and betrayal drive the gameplay.
Components
- Map of Asia, the Middle East, and the Pacific (divided into provinces with land, sea, and coastal zones)
- Army and fleet pieces for each of the 7 powers
- Supply center markers
- Order sheets
Setup
- Place the map centrally.
- Each player selects a power and places starting armies and fleets in their home provinces:
- Britain: India and surrounding areas
- France: Indochina
- Holland: Dutch East Indies
- Russia: Siberia and Central Asia
- Turkey: Ottoman territories in the Middle East
- China: Chinese heartland
- Japan: Japanese islands
- Distribute order sheets.
Turn Structure
Each game year consists of:
- Spring Turn:
- Negotiation: Open discussion, alliance formation, promises (lies permitted).
- Order Writing: Secretly write orders for all units.
- Resolution: Simultaneous reveal and resolution.
- Retreats: Dislodged units retreat or disband.
- Fall Turn:
- Same sequence as Spring.
- Adjustments: Count supply centers; build or disband units to match supply center count.
Actions
Orders
- Hold: Unit defends its province (strength 1).
- Move: Unit attempts to enter an adjacent province.
- Support: Unit adds its strength to another unit’s hold or move.
- Convoy: A fleet carries an army across a sea zone.
Combat Resolution
- When two or more units try to enter the same province, the unit with more total support succeeds.
- Equal strength results in a standoff (both fail).
- A defending unit is dislodged if the attacker has strictly greater strength.
- No randomness — outcomes are entirely deterministic.
Adjustments
- After Fall, count supply centers controlled by each power.
- Build new units in empty home supply centers if you gained centers.
- Disband units if you lost centers (more units than centers).
Scoring / Victory Conditions
- A player wins by controlling a set number of supply centers (typically a majority, around 17-18 of 33).
- Players may agree to a draw if no solo victory is achievable.
- In timed games, the player with the most supply centers when time expires wins.
Special Rules & Edge Cases
- Colonial geography: The Asian map creates different strategic dynamics than European Diplomacy — naval power is more important due to island chains and coastal provinces.
- Unequal start: Powers start with different numbers of units and supply centers, creating asymmetric gameplay.
- No dice: All conflict resolution is deterministic. The game is entirely about diplomacy and planning.
- Convoy chains: Armies can be convoyed across multiple sea zones using chains of fleets.
- Simultaneous orders: All orders are revealed at once, preventing reactive play.
- Island warfare: The Dutch East Indies and Japanese islands create unique strategic considerations not found in standard Diplomacy.
- Turkey’s dual nature: The Ottoman Empire spans land and sea routes, serving as a bridge between the Middle East and Asian theaters.
Player Reference
| Power |
Region |
Starting Units |
| Britain |
India |
~3-4 units |
| France |
Indochina |
~2-3 units |
| Holland |
Indonesia |
~2-3 units |
| Russia |
Siberia/Central Asia |
~3-4 units |
| Turkey |
Middle East |
~3-4 units |
| China |
Central China |
~3-4 units |
| Japan |
Japanese Islands |
~3-4 units |
| Orders: Hold, Move, Support, Convoy |
| Victory: Control majority of supply centers (~17-18 of 33) |