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Diplomacy: How to Win as GERMANY / 2X WORLD CHAMPION Doug Moore Interview
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Two time World Champion, Doug Moore is teaching us how to play GERMANY today. They are a dynamic and forceful central power that take a great deal of skill to master. They are both vulnerable and also well-positioned to go any direction. Doug one of the World’s best Diplomacy players, having won the WorldDip Con Championship as France in 2007, and again in 2017 with Italy. He also placed 2nd in the World in 2016 and 2018. He has won the “Best Germany” award at least 5 times at various tournaments. His qualifications certainly precede him. Today, he's teaching us all the nuances of playing as GERMANY.
=TIMESTAMPS=
0:00 Germany
1:01 First Communication
4:33 Openings
6:48 Early Leader Syndrome
8:28 Priorities
12:17 Russia
14:23 Unit Balance
16:09 Mid Game Ally
17:30 Everyone's Second Choice
19:44 Style of Play
22:21 Austria
23:57 Biggest Mistakes
24:26 Germany Player Traits
26:37 AIR
28:11 Final Thoughts
If you are considering getting Diplomacy for yourself and if you would like to support our channel, please consider clicking the link below:
7 NATION DIPLOMACY SERIES:
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SUPPORT:
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MERCH
_______________________________________________
#diplomacy
#boardgame
#boardgames
This classic game of pure negotiation has taken many forms over the years.
The first The Avalon Hill Game Co version has perhaps the widest release, but Avalon Hill Games, Inc. re-released the game in 1999, complete with a colorful new map and metal pieces. In 2008, Avalon Hill released a 50th anniversary edition with a new map and cardboard pieces representing the armies and navies.
In the game, players represent one of the seven "Great Powers of Europe" (Great Britain, France, Austria-Hungary, Germany, Italy, Russia or Turkey) in the years prior to World War I. Play begins in the Spring of 1901, and players make both Spring and Autumn moves each year. There are only two kinds of military units: armies and fleets. On any given turn, each of your military units has limited options: they can move into an adjoining territory, support an allied unit in an attack on an adjoining territory, support an allied unit in defending an adjoining territory, or hold their position. Players instruct each of their units by writing a set of "orders." The outcome of each turn is determined by the rules of the game. There are no dice rolls or other elements of chance. With its incredibly simplistic movement mechanics fused to a significant negotiation element, this system is highly respected by many gamers.
Avalon Hill Complexity rating - 3
=TIMESTAMPS=
0:00 Germany
1:01 First Communication
4:33 Openings
6:48 Early Leader Syndrome
8:28 Priorities
12:17 Russia
14:23 Unit Balance
16:09 Mid Game Ally
17:30 Everyone's Second Choice
19:44 Style of Play
22:21 Austria
23:57 Biggest Mistakes
24:26 Germany Player Traits
26:37 AIR
28:11 Final Thoughts
If you are considering getting Diplomacy for yourself and if you would like to support our channel, please consider clicking the link below:
7 NATION DIPLOMACY SERIES:
______________________________________________
SUBSCRIBE:
SUPPORT:
MERCH
_______________________________________________
#diplomacy
#boardgame
#boardgames
This classic game of pure negotiation has taken many forms over the years.
The first The Avalon Hill Game Co version has perhaps the widest release, but Avalon Hill Games, Inc. re-released the game in 1999, complete with a colorful new map and metal pieces. In 2008, Avalon Hill released a 50th anniversary edition with a new map and cardboard pieces representing the armies and navies.
In the game, players represent one of the seven "Great Powers of Europe" (Great Britain, France, Austria-Hungary, Germany, Italy, Russia or Turkey) in the years prior to World War I. Play begins in the Spring of 1901, and players make both Spring and Autumn moves each year. There are only two kinds of military units: armies and fleets. On any given turn, each of your military units has limited options: they can move into an adjoining territory, support an allied unit in an attack on an adjoining territory, support an allied unit in defending an adjoining territory, or hold their position. Players instruct each of their units by writing a set of "orders." The outcome of each turn is determined by the rules of the game. There are no dice rolls or other elements of chance. With its incredibly simplistic movement mechanics fused to a significant negotiation element, this system is highly respected by many gamers.
Avalon Hill Complexity rating - 3
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