All Game Rules
Diplomacy Lite
4-6 playersNegotiate, betray, and conquer. Control 12 territories to win.
Objective
Control 12 or more territories on a 6x6 grid, or be the last player standing.
Game Phases
1Negotiate1 min
Send diplomatic messages to other players. Mutual messages form alliances. You can also betray existing allies.
2Orders30 sec
Issue military orders: move units to adjacent territories or support allied positions.
3Resolve5 sec
All orders execute simultaneously. Conflicts resolved by comparing attack vs defense strength.
Available Actions
| Action | When | Description |
|---|---|---|
| Negotiate | Negotiate | Send a message to another player. If both players message each other in the same round, an alliance forms. |
| Betray | Negotiate | Break an existing alliance. Grants +1 attack bonus against the betrayed player this round. |
| Move | Orders | Move from one of your territories to an adjacent tile. |
| Support | Orders | Reinforce an adjacent tile's defense (or boost an allied attack on it). |
Scoring
Win: +25 rating. Lose: -15. Bonus: +2 per territory above starting 3 (max +12).
Win Condition
Control 12+ territories (domination), or be the last player alive. If max 15 rounds reached, most territories wins.
Special Rules
- -6x6 grid (36 territories). Each player starts with 3.
- -Alliances form when BOTH players negotiate with each other in the same round.
- -Betrayal breaks an alliance and gives +1 attack strength for that round.
- -Combat: attacker strength vs defender strength. Supports from allies add to strength.
- -Lose all territories = eliminated.
- -Each territory acts as one unit — you can move or support from each owned tile once per round.
Strategy Tips
- *Alliances are crucial early game — you can't expand alone.
- *Time your betrayals for maximum surprise when allies are overextended.
- *Support orders are often more powerful than attacks — bolster key borders.