r/diplomacy

New Atlas Diplomacy platform now live!

https://preview.redd.it/tp6oebqwngbh1.png?width=1750&format=png&auto=webp&s=b2b43103c0447184c7b793835b0f811fdfe0fa63

The digital infrastructure for playing Diplomacy online is aging. Coordinating an asynchronous game often means wrestling with platforms built a decade ago, like webDip or playDip. There is no ranked Diplomacy community for players to test their mettle and no reliability gate to ensure that games are filled with active players, no new, clean, modern platforms for Diplomacy players to use.

I built Atlas Diplomacy to answer these needs. It is a modern, web-native (but mobile apps coming in the next couple of months) implementation engineered specifically for dedicated players.

Here is what Atlas provides for the community:

  • Reliability Segregation: Player abandonment ruins the board state. Atlas employs a hidden reliability score that automatically isolates chronic quitters into a separate matchmaking queue, preserving the competitive ladder for committed players.
  • Meaningful Competitive Rankings: The platform utilizes an ELO system using Sum-of-Squares scoring. Your rank mathematically reflects your performance against varied skill levels. Public profiles feature comprehensive match histories and country-specific analytics.
  • Administrative Control: Game creators have full administrative authority, including phase rollbacks, manual force-advances, and bulk order resolution. A dedicated integrity console actively monitors for collusion and multi-accounting.
  • Strict Rules Fidelity: The adjudication engine is 100% DATC-Compliant. Complex convoys, support-cuts, and paradoxes resolve with absolute mechanical accuracy. Read more about DATC compliance here
  • Mobile-Ready Operations: Atlas is built as a Progressive Web App (PWA). The custom SVG map and radial menu are fully optimized for mobile devices, allowing you to negotiate via integrated Diplomatic Cables and execute tactical strikes directly from your phone. Notifications are supported via email and Discord.

If you require an environment that respects competitive integrity and provides the tools necessary to properly manage a match, Atlas Diplomacy is live, as of today. You can initiate a game here: https://atlasdip.com.

https://preview.redd.it/k98n5nwxngbh1.png?width=2254&format=png&auto=webp&s=b5053cc0ccb45127cdedfbe7de7fa32375296d44

reddit.com
u/atlasdiplomacy — 22 hours ago
▲ 8 r/diplomacy+1 crossposts

أبحث عن نسخة رقمية لكتاب Kessinger "الدبلوماسية" الذي يؤرخ فيه منذ مؤتمر وستفاليا، لكن كل النسخ التي أجدها تبدأ من الحرب الباردة حتى يومنا هذا، رغم أن الكتاب الإنجليزي يبدأ من وستفاليا

النسخة الموجودة على الإنترنت عنوانها "الدبلوماسية من الحرب الباردة حتى يومنا هذا"

رغم أن النسخة الإنجليزية تبدأ من مؤتمر وستفاليا

ها يستطيع أحد إرسال النسخة التي أبحث عنها؟

reddit.com
u/sherryreina — 3 days ago

New win condition - how will other players react to this?

I am managing an over the board, slow moving game at work. I think it would be wise to suggest a new win condition. "Two players may sign an alliance and share victory if they control 20 supply centers."

Is there any reason that would be a bad idea? I'm surprised that that doesn't appear in any version of the rules.

reddit.com
u/oneminuterice — 4 days ago

Webdiplomacy map

Why does the map suck so much? I can't see Syria or the Africas. Is there something I am missing, like a menu option? No amount of zooming out helps the situation at all. I can change it to the ugly dropdown menu UI that is completely awful. Is this really the best option out there for playing Diplomacy online?

reddit.com
u/Dangerpaladin — 4 days ago
▲ 4 r/diplomacy+2 crossposts

The Purushottama Dominion Protocol: Micronational Wars Have Evolved (v3.0)

Traditional micronational warfare has a massive problem: there is no objective way to win, which leads to endless online arguments, toxic forum flame wars, and unrealistic roleplay. Today, we are changing that forever.

The Purushottama Dominion Protocol moves micronational conflicts into structured, fast-paced, and ironclad arenas. Instead of arguing on forums or roleplaying unverified military strength, nations will settle their differences directly on the battlefield using clear digital proxies or structured tournaments, all backed by absolute judicial enforcement.

​Section 1: The Core Philosophy

>

  • The Peace-First Mandate: No nation is ever required to accept a challenge. A state may choose "Absolute Neutrality." Declaring war on a neutral nation results in automatic international illegitimacy for the aggressor.
  • The Fun Clause: If at any point the simulation ceases to be fun or creates toxic out-of-game arguments, either nation can call a White Peace, resetting all terms without penalty.

Section 2: Conflict Mechanics & Tiers

​When a challenge is issued, the defending nation chooses the medium of resolution from three distinct formats to fit their preferred style:

Tier Format Best For...
Tier 1: Digital Proxy Supremacy 1914, Conflict of Nations: WW3, or Civilization VI (No-Pay-to-Win rules apply, played at 4x accelerated speed). Strategic, resource-focused nations.
Tier 2: Old-School LARP Moderated, turn-based forum storytelling with a neutral third-party dice roller (e.g., D&D style mechanics) to determine outcomes. Creative writers and traditionalists.
Tier 3: The Gentleman’s Duel A 1v1 competitive match in games like Chess, Counter-Strike, or Rocket League. Quick resolution without massive time commitments.

Section 3: Fair Play & Anti-Loophole Safeguards

​To ensure conflicts are decided purely by tactical skill and sportsmanship, the following strict restrictions apply to all official matches:

  • Banned: Premium Currency & Real-Money Boosts: The use of Goldmarks, Gold, or real-world money to speed up construction, heal troops, or buy elite units is strictly prohibited.
  • The Alternate Account (Alt) Ban: Players are prohibited from using secondary or "ghost" accounts to secretly feed resources or scout maps. Discovery results in an immediate automatic forfeit processed by the Court.
  • The "Sovereign Rebranding" Loophole: A defeated micronation cannot escape their signed contract terms by simply changing their nation's name or creating a new Discord server. The restrictions follow the individual leaders and core citizens.
  • The Third-Party Mercenary Restriction: Micronations cannot hire outside, highly experienced e-sports or strategy game players who are not actual citizens or long-standing members of the micronational community to fight their matches for them.

​Section 4: Alliance Rules & The Shared Liability Mandate

​Micronations often rely on diplomatic pacts. Alliances may enter the conflict under these strict conditions:

  • The Joint-Signature Requirement: Before a match begins, the primary nation and all named allies who intend to provide support must sign the official contract set.
  • The "Last Man Standing" Rule: If the main declaring micronation is defeated or goes inactive, the war is not over. The victorious nation can pivot against the remaining signed allies.
  • Shared Consequences: If the alliance cannot fight back after the main player is gone, the pre-agreed contract terms and concessions apply equally to all signed ally nations.

​Section 5: The Heroic Comeback Rule

​Because liability is shared across the entire alliance under the Last Man Standing rule, the same logic applies to victory.

  • Total Coalition Absolution: If a coalition is losing badly, its primary leader capitulates, and multiple allied nations fall, the war is not over as long as a single alliance member remains active in the simulation.
  • The Outcome: If that one last remaining member manages to launch a counter-offensive and defeat the opposing side, their victory achieves Total Absolution. The entire original alliance is instantly freed from all threatened penalties and secures the win.

​Section 6: Standard Operating Procedures for Match Disruptions

​To prevent technical issues or unexpected absences from turning into diplomatic crises, the framework includes standard rules for disruptions:

  • The Ghost Inactive Rule: If a leader or key player goes completely inactive in the game server for more than 48 hours without prior notice due to real-life emergencies, the Court can grant a temporary Strategic Freeze (pause) or rule a technical forfeit depending on the circumstances.
  • Third-Party Interference: If an outside player (not affiliated with either micronation) joins a public game server and disrupts the balance of power, the match is voided. The nations must restart the conflict in a password-protected private server.
  • The "Rage-Quit" Penalty: Deleting the game app, archiving the diplomatic Discord server mid-conflict, or blocking the rival leaders before a match concludes results in an automatic Default Defeat.

​Section 7: Culture, Heritage, & Media Protection

​To ensure that conflicts remain inside the game and do not permanently damage the creative efforts or well-being of the community:

  • Copyright and Media Protection: A victorious nation cannot demand the deletion of the defeated nation's historical records, flags, wiki articles, or cultural symbols.
  • The Veto on Humiliation: Concessions must be strictly political or territorial within the game limits. Forcing a defeated leader to post humiliating public statements or personal insults is strictly illegal. The goal is sportsmanship, not toxicity.

​Section 8: Economic and Resource Sanctions (Optional Contract Add-On)

​For advanced micronations that utilize virtual currencies, custom discord bots, or simulation economies, the pre-game contract sets can include financial stakes:

  • Proxy Reparations: Instead of ceding land, nations can agree to wager a specific amount of their micronation's digital currency or server XP/points.
  • Trade Embargoes: The contract can dictate that the losing nation cannot trade or enter diplomatic pacts with specific allied networks for a set period.

​Section 9: The Supreme Judicial Backstop (IMAC / GMAC)

​To guarantee compliance, eliminate arguments, and enforce fair play, all official protocol matches are subject to the jurisdiction of a centralized supreme judicial body, known by two designations depending on the context:

  • The International Micronational Alliance Court (IMAC): Used for global, outward-facing diplomatic cases to emphasize jurisdiction over multiple independent international alliances.
  • The Grand Micronational Alliance Court (GMAC): Utilized internally within the treaty frameworks of core alliances to emphasize its supreme, overarching authority.

​Concession Boundaries: Occupation vs. Political Titles

  1. The Three-Year Occupation Cap: A defeated micronation or its territory can never be occupied, restricted, or subjected to sovereign claims for longer than 3 years. The competing nations can set any duration they want, as long as it is equal to or under this 3-year maximum.
  2. Perpetual Titles and Positions: Concessions involving government positions, noble titles (e.g., Duke, Baron), sovereign mergers, or advisory seats within the defeated micronation's system are exempt from the 3-year cap. If the pre-war contract specifies that a political title or leadership role is given to the victor for 5 years, 10 years, or indefinitely, it is fully enforced by the court.

​Section 10: The Neutrality Clause and Political Stigma

​While the protocol establishes strict safeguards for sovereign autonomy, it recognizes that reputation is a key asset in micronational diplomacy.

  • The Right to Refuse: Any nation or alliance targeted by an official Notice of Competitive Diplomacy reserves the absolute right to reject the challenge or declare "Absolute Neutrality" without facing legal or territorial penalties from the IMAC/GMAC.
  • The Public Perception Element: While a refusal guarantees legal protection, it will visibly broadcast a strategic vulnerability to the international community. A nation that completely rejects a structured, fair-play simulation to resolve a public dispute may be viewed by peer states as lacking the strategic confidence to defend its claims, resulting in a loss of diplomatic prestige.

​Section 11: The Tiered Rank System & Sovereign Incentives

​To reward active, honorable participants and incentivize other micronations to officially register under this system, the IMAC/GMAC maintains an international ledger of competitive standing:

  • The Global Prestige Index: Every official victory is logged by the Court. Winning matches directly elevates a micronation’s rank on the international leaderboard, proving their strategic capability to the entire community without a single forum argument.
  • The Defender’s Advantage: Micronations that officially adopt the protocol receive collective security benefits. If a rogue state attempts to launch an unverified, old-school forum "war" against a registered member, the community recognizes the claim as completely invalid, isolating the aggressor diplomatically.
  • The Sovereign Shield: Adopting this protocol protects smaller or newer micronations from toxic, permanent destruction by ensuring that any loss is strictly regulated, capped at 3 years for territory, and legally bound by fair-play rules. It turns conflict from an existential threat into an honorable, structured esport.

​Section 12: Civil Wars, Grassroots Mobilization, and Global Recognition

​The framework extends beyond international disputes, offering a structured pipeline for internal state development and community-wide prestige.

  • The Civil War Protocol: Internal factions, breakaway provinces, or rebel groups within a single micronation can utilize this protocol to settle leadership disputes or independence claims. Instead of tearing a Discord server apart, fracturing the community, or causing toxic split-offs, internal factions file a contract set with the IMAC/GMAC to determine the legitimate ruling government or the terms of a peaceful secession through a structured game format.
  • The Grassroots Escalation Loophole: This gives smaller factions, everyday citizens, or rising leaders a massive opportunity to showcase tactical competence, build synthetic organizational skills, and organize large-scale community initiatives directly on the digital battlefield.
  • The Global Baraka Impact and Excellence Awards (GBIEA): Exceptional strategic execution, unmatched coalition leadership, and displays of immaculate sportsmanship under the protocol are officially eligible for nomination at the annual GBIEA. Winning a high-stakes protocol match under severe pressure—or pulling off a Heroic Comeback—stands as a primary metric for achieving international prestige, securing global recognition, and earning top-tier prizes for state excellence.

​Section 13: Official Pre-Conflict Contract Template

​This document must be filled out, signed by all participating leaders, and filed with the IMAC/GMAC before any match begins:

==================================================================== IMAC / GMAC OFFICIAL COALITION CONTRACT SET

CASE FILE: [Court Assigned ID]

PARTICIPANT A (Lead): [Nation Name] Allied Co-Signatories (A): [List all supporting nations]

PARTICIPANT B (Lead): [Nation Name] Allied Co-Signatories (B): [List all supporting nations]

  1. THE SIMULATION AND PLATFORM

Platform/Medium: [e.g., Conflict of Nations / Chess Tournament] Specific Match Settings: [e.g., 4x Speed, Private Server ID #102938]

2. THE BINDING CONSEQUENCES & SHARED LIABILITY

Should Participant Group A lose, the Lead Nation and ALL Allied Co-Signatories agree to the following joint concessions (e.g., Territorial, Political Titles): [Insert precise terms here]

Should Participant Group B lose, the Lead Nation and ALL Allied Co-Signatories agree to the following joint concessions: [Insert precise terms here]

3. THE DURATIONAL BOUNDARY

The parties agree that all territorial penalties or restrictions resulting from this simulation shall last for a duration of: [Insert Time — Must be ≤ 3 Years for territory; can be longer for titles]. Official Expiration Date: [Insert Date]

4. RATIFICATION & JUDICIAL JURISDICTION

By signing below, all primary leaders and allied representatives recognize the absolute authority of the International Micronational Alliance Court (IMAC) / Grand Micronational Alliance Court (GMAC). We acknowledge that under the "Last Man Standing" rule, consequences extend to all signatories.

SIGNATURES (Group A):

  • Lead Leader: ____________________ [Nation: ___________]
  • Ally Leader: ____________________ [Nation: ___________]

SIGNATURES (Group B):

  • Lead Leader: ____________________ [Nation: ___________]
  • Ally Leader: ____________________ [Nation: ___________]

WITNESSED FOR THE COURT (IMAC/GMAC):

  • Chief Magistrate: ____________________

What are your thoughts?

​This framework creates an unbiased, metrics-driven arena where strategy, resource management, and alliances determine who wins, while protecting projects from being permanently ruined.

​Drop a comment below if your nation is ready to adopt The Purushottama Dominion Protocol, or tag a rival you want to challenge to an official contract match!

reddit.com
u/Suspicious_Snow_6719 — 6 days ago

Intrigue Semi-Anonymous Matches

Hi r/diplomacy,

The work continues on Intrigue, and last week we released Semi-Anonymous matches! This feature lets you add some intrigue to your Intrigue by randomizing country selections at the start of a match and keeping selections hidden until the match is over.

We also added one of our most requested features: notification context. Now, when you tap a push notification, Intrigue will load directly into the match for that notification. You can always configure which notifications you'd like to receive under Settings->Notifications.

Available for iOS and Android.

Happy Negotiating

u/Talley-Cat — 5 days ago

5 player varient for base game map a friend and I came up with

The varient tries using most of the old neutral centres as supply centers.

Ankara, Edinburgh and Sevastopol are no longer supply centers, and Galicia, Albania and Switzerland are now supply centers.

We're currently playtesting it, and have run into problems with pacing and somewhat low player interaction. Would like suggestions of how to fix these issues, and how the supply center count could be reduced by about 5.

u/Current-Committee628 — 7 days ago
▲ 12 r/diplomacy+1 crossposts

Updated North America Diplomacy map for 7 players

This is an updated version of a map I made yesterday. There are lots of changes and re-balances and this will continue to be updated as more data is discovered.

Special Features

There are three types of special waterway on this map. Rivers, Canals, and the Great Lakes.

  • Canals: Are traversable by both armies and fleets. Fleets can move between two water territories which are connected by canals. Armies can move across canals like any other normal land connection, they cannot enter water. There are 2 canals on the map between Lake Huron and Lake Superior, and between Lake Huron and Lake Erie. Canals provide a continuous coast for territories that have their coastline bifurcated by a canal (e.g. the Superior and Huron coast of Wisconsin are considered the same coast).
  • Rivers: Are long waterways that provide an extended inland coast. There are three navigable river systems on the map: Mississippi, St Lawrence, and Colorado. Armies can cross rivers as if they weren't there. An army cannot enter water. Fleets can move along rivers as if they were continuous coast. They cannot hop over interceding territory. For example, a fleet could not move from WGulf to Ark, but it could move from Ark to Ten.
  • The Great Lakes: These are navigable waterways just like any ocean territory. They have coastlines and are connected by canals and/or rivers. Certain states, such as Pennsylvania have two coasts because of this.

Starting Units

  • Pennsylvania: This fleet begins on the coast of CAtl, not lake Erie.
  • Illinois: This fleet begins on the Mississippi river basin, not luke Huron.
  • Ontario: This is an Army, not a Fleet

Panama Canal & Northwest Passage

  • Panama Canal: The Cocos Sea and Caribbean are adjacent via the Panama Canal.
  • Northwest Passage: The Northwest Passage connects the North Pacific, Hudson Bay, and North Atlantic. They are all adjacent to eachother.

North America, 2087

The old United States and Canada did not fall in a single war or revolution. Decades of economic crises, political fragmentation, climate disasters, and regional unrest gradually weakened federal authority until continental governments became little more than symbols. By 2087, North America is divided among seven major powers and a handful of neutral territories.

Los Federales: Centered in Mexico City, Los Federales claim to be the legitimate successor of the Mexican state. Strong institutions and a powerful military have preserved national unity. Though stable and prosperous compared to their neighbors, they view the independent Sonoran Republic as a rebellious breakaway state and openly seek its eventual reintegration.

  • Sonoran Republic: The Sonoran Republic is a decentralized federation of cities, councils, and states. Its skyline is defined by solar towers, gleaming arcologies, and vast energy networks stretching across the desert. The Republic has become one of the continent's most dynamic and technologically advanced powers.
  • Gulf Confederation: The Gulf Confederation emerged from a coalition of coastal states determined to protect their ports and energy infrastructure after federal collapse. Politically decentralized but economically powerful, its member states often disagree internally while presenting a united front abroad.
  • Huron League: The Huron League is a federation of industrial cities and regional governments. Built upon manufacturing, shipping, and freshwater resources, the League possesses one of the strongest economies on the continent. Its leaders pride themselves on pragmatism, preferring commerce and negotiation to military confrontation.
  • The Commonwealth: Descended from financial institutions, universities, and old state governments, it sees itself as the heir to the traditions of constitutional democracy. Wealthy and influential, the Commonwealth maintains extensive diplomatic networks and often acts as mediator between rival powers.
  • Deseret: Founded upon the enduring institutions of the Mormon faith, Deseret's society emphasizes community, self-reliance, and disciplined governance. While outsiders often view Deseret as conservative and insular, its mining infrastructure and defense systems are among the most advanced in North America.
  • Greater Canada: After the tragic dissolution of the Canadian state into independent groups in the 2060s, disparate groups of idealists have been banded together into small unions. Recently, the western alliance of Acadia has agreed to combine forces with the Bastion du Nord and create one nation, Greater Canada.
  • Independent Groups: Many states still remain independent. Texas and California have been weakened by constant infighting and political cronyism. The Free City of Toronto has staunchly maintained its independence, though few believe they can survive with so many powerful neighbors at their doorstep.

Let me know what you think! I haven't gotten a chance to play with this map yet. Any input would be greatly appreciated

Edit: spelling & formatting

u/LordKardinian — 10 days ago

Where can I play against Diplomacy Full Press AI in Web diplomacy?

I wanted to play diplomacy against ai, but when I search for a press ai I dont find anything other than 'full press ai' on webdiplomacy. What is it and how do I play it?

reddit.com
u/No_Caramel186 — 7 days ago

2nd Edition of Breaking of Arnor looking for players - Updated rules and layout - Swear fealty to the Witch-king

u/Sie_Hassen — 9 days ago

風林火山 - Sengoku is back at diplicity.com

[EDIT - THIS IMAGE IS INCORRECT AND FIXED ON THE WEBSITE -
I flipped Neutral and Empty because I'm working from the original Diplicity source code... :D
I updated it correctly within a minute of the smooth eyed redditors here. Luckily that's super easy now.
Rather than delete the post, I just kept it]

With the implementation of Neutral armies (both rebuildable and non-rebuildable) we are now able to revive a new line of variants - and variant creators (variantcreator.diplicity.com) are able to add Neutrals as well!

Right now we classified it as a community variant rather than official - because on some devices map performance is a bit sluggish. We have identified the root cause and are working on a fix now.

We made a lot of other progress as well, but this is a map we think is worth showing.

u/BaiYouEn_J — 12 days ago

Would AT vs EGR be dead lost in this position?

All I’m wondering is if Austria and Turkey vs England, Germany, and Russia is dead lost for AT, no way to draw for AT barring AFK/incompetence

u/HighHopesLemon — 10 days ago

I attempted to make a Future North America Diplomacy map for 7 players.

This post is inspired by a post from u/Xefjord from a year ago. I wanted to make a 7 player map for north America featuring Alternate Future factions. I used Stephen Agar's design zine for guidance on creating the map (https://diplomacyzines.co.uk/home/contents/variant-articles/designing-maps-for-diplomacy-variants/).

There are three types of special waterway on this map. Rivers, Canals, and the Great Lakes.

Canals: Are the short blue lines connecting nearby bodies of water. There are two on this map between Lake Huron and Lake Superior, and between Lake Huron and Lake Erie. Canals allow fleets to move across to the connect bodies of water unimpeded. It also provides a continuous coast for territories that have their coastline bifurcated by a canal (e.g. the Superior and Huron coast of Wisconsin are considered the same coast).

Rivers: Rivers are essentially canals that are too long to be a simple connection between bodies of water. There are two navigable rivers on the map: the Mississippi river and the St Lawrence river. Players can move fleets along rivers as if they were coastal land. They cannot hop over interceding territory. For example, a fleet could not move from WGulf to Ark, but it could move from Ark to Ten.

The Great Lakes: These are navigable waterways just like any ocean territory. They have coastlines and are connected by canals and/or rivers. Certain states, such as Pennsylvania have two coasts because of this.

In addition to these waterways there are a few other peculiarities to work out:

Arctic Ocean: The arctic ocean wraps around the top of the map and is considered one territory. Thus a fleet in Arc could attack Newf or BC.

Panama Canal: The South Pacific and Caribbean are adjacent due to the Panama Canal.

Starting Fleet in Pennsylvania: The fleet in Pennsylvania is on the Atlantic coast (CAtl) and does not have access to lake Erie.

Overall I'm pretty happy with the results. Let me know what you think! I haven't gotten a chance to play with this map yet. Any input would be greatly appreciated

Edit: u/Xefjord not u/Xejford

u/LordKardinian — 13 days ago

Need help resolving

So france and germany got into a scruff in the autumn turn.

  1. France attacks picardy from paris w support from eng channel

  2. German unit in picardy attacks paris w support from burgundy

  3. However support from burgundy is cut by marseille attack supported by gascony

4 also german belgium is moving into picardy

So I see 2 solutions

  1. Picardy has to retreat somewhere -> the only available place is brest. Then burgundy unit is dislodged -> only retreatable place is paris. So germany takes over france by accident

  2. We count belgium move into picardy as support, and then its not pushed out, burgundy unit is dislodged and is destroyed as it has nowhere to retreat.

u/HistoryNerdlovescats — 13 days ago

Midwest Diplomacy Championship title won by Phil Burk

Congratulations to Phil Burk on winning the Midwest Diplomacy Championship at Origins Game Fair!

Phil expertly navigated the field to board tops with England and Turkey. Close behind him were Robert Lacy, Nick Bays, and Tony Prokes -- with the championship determined by two centers centers on the final board. Many thanks to Rosco Schock, designer of The Golden Blade, who taught many sessions of his game during the convention.

Top Board:

1st Phil Burk

2nd Rob Lacy

3rd (tie) Nick Bays

3rd (tie) Tony Prokes

5th Aaron Fischer

6th Glenn Gasner

7th Larkin Hastriter

Best Country:

Best Austria - Robert Zahn

Best England - Aaron Fischer

Best France - Rob Lacy

Best Germany - Robert Zahn

Best Italy - Larkin Hastriter

Best Russia - Nick Bays

Best Turkey - Phil Burk

Other Awards:

Golden Blade - Tony Prokes

Best Propaganda - Andrew Boyd

Best Diplomat - Rob Lacy

Upcoming Tournament Events:

July 31 - August 1 - WBC (Seven Springs, PA) - Anton Wilsbach

July 30 - August 1 - GenCon (Indianapolis, IN) (US National Championship) - Thomas Haver

September 4-7 - National Diplomacy Masters (Las Vegas, NV) - Thomas Haver

November 6-8 - Battlefront Dayton (Dayton, Ohio) - Thomas Haver

November 18-22 - BGG Con (Dallas, Texas) - Robert Lacy

December 4-6 - PAX Unplugged (Philadelphia, PA) - Thomas Haver

Feel free to reach out via DM for more details!

u/Tjhaver — 13 days ago