webDiplomacy variants
A list of the variants available on this server, with credits and information on variant-specific rules.

List Of Active Variants

Temporarily Inactive Variants

Variants which are in development yet queued to be activated

American War 1812 (4 Players)

America 1812 is a total mess: Brits push upon USA, Spain stands vs the Mexican Revolt

Variant Parameters (Version: 1.0):

Units: - each nation has its own shapes for units

Special rules/information:

We try to balance this game to make the initial diplomacy vital, the wrong aliances may spoil the whole history of 19th century's North America, oh oh oh, think twice with the decisions.

Intrigue: the game starts 1812, when the Mexican Revolution already ignites and the troops led by Hidalgo has just captured Guadalajara, ready to march upon Mexico City, the capital of Spanish Main, guarded by the imperial troops.

Mississippi River is now functioning well, letting the ships go up all way till Kanzas and Missouri. The Indian Territory and Lousiana do not share land border, however ships can pass straignt, the shortcut is exclusive for ships

Privateers and pirates controlling the Caribbean do balance the game and push Spain and Mexico into negotiation: Jose Gaspar's fleet in Florida and Jean Lafitte's fleet in Cuba joined the Mexican Revolution. The Spanish Armada is guarding peace from Cuba and Haiti. Dmn hot, another Caribbean crisis, no less, hahahahaha

British troops has just landed to Canada to attack the United States from the North. These two, USA and Britain, are ready to war right away, but Spain and the Independence forces need to find out the solution, the civil conflict can weaken any of them, but Spain has a choice to acknowledge or not Mexico as a state and ally maybe...

Minor historical fantasy may occur for sake of balancing the game and game dynamics, however the whole political intrigue of early 19th century in North America is demonstrated well

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Atlantic Colonies (4 Players)

The mightiest nations of Europe strive for dominance on the shores of the great Atlantic.

Variant Parameters (Version: 1):

Units: - each nation has its own shapes for units

Special rules/information:

Atlantic Colonies is a variant highlighting the Caribbean Adventure on a 4-player map, set in the late 17th century. Its focus is on the colonial exploits of England, France, Portugal, and Spain in the New World and Africa, it requires players to engage in diplomacy on multiple fronts simultaneously to achieve victory.

Rules and Clarification (except as listed below, standard Diplomacy rules apply):

  1. The short stretches of water between Flordia and Cuba, as well as Montreal and Newfoundland, are traversable by armies as indicated by red connectors.
  2. Adjacent islands, such as Jamacia and Cuba, or Canary Islands and Madiera, are considered "island chains" and are traversable by armies.
  3. It is possible for a fleet to move to Hudson Bay from Northwestern Atlantic via an unshown border to the north of the map.
  4. Neutral Supply Center Note: some territories, such as New Orleans and Detroit, should technically already be part of their respective player's empire. However, to balance the map they start as neutral at the beginning of the game.
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Classic (7 Players)

The standard Diplomacy map of Europe.

Variant Parameters:


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Classic - Frankland Vs Juggernaut (2 Players)

The standard Diplomacy map of Europe, but each player take two countries France and Germany against Russia and Turkey.

Variant Parameters (Version: 1.0.4):


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Colonial Diplomacy (7 Players)

Diplomacy with the colonial countries sparring over the lands and riches of the Far East.

Variant Parameters (Version: 1.7.5):


Special rules/information:

The Colonial Diplomacy variant of diplomacy follows the most of the rules as standard diplomacy with a modified map, and with 3 additional rules. The game is the first commercially published true simple Diplomacy variant.


  1. Except as noted below, the standard rules of play for Diplomacy apply.
  2. Cebu looks like a body of water with islands inside of it, which is accurate. It is analogous to Kiel, Constantinople or Denmark in the standard diplomacy.
  3. The Caspian Sea, Lake Baykal and any other unnamed space is not passable.
  4. This version of Colonial is based on the Moulmein Convention, so land bridges have been added between Otaru and Akita, and Sakalin and Otaru.
  5. Hong Kong is a British home supply center. It counts as a supply center for any country except China. If China is in possession of Hong Kong, it counts as a non-supply neutral territory.
  6. The Suez-Canal rule is not implemented. Egypt is analogous to Kiel, Constantinople or Denmark in the standard diplomacy.
  7. This map does not use the Trans-Siberian Railway rule.
  8. There are neutral SC's on the starting map on colored territories. These SC's are marked with a neutral colored box () drawn around them. Once occupied they count as any other SC.
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NorthSea Wars (4 Players)

An economic conflict at the start of the first millenium

Variant Parameters (Version: 1):


Special rules/information:

Setting & History:
It's the iron age in northwestern europe. The Expansion of the Roman Republic/Empire is about to hit the Channel. And with sea levels on the rise there is a lot of pressure on the inhabitants of the British Isles and the Low Countries. Meanwhile the people of Scandinavia are seperated from this conflict by some distance, but their trading interests will soon draw them in.
Historical accuracy: The four tribes (Britons, Romans, Frysians and Norse) are not accurate depictions of all the peoples that were living in this area. I wanted to make a fun fast four player variant so here we are.

Special rule: Central North Sea and trading SC's
You might have noticed the legend (the inset topleft) has some territories on it as well. To gain control of the wood, iron or grains supply centers you will first need to occupy the Central North Sea. So, how does it work? First take a look at the big circular territory at the center of the map called Central North Sea (acces to trading supply centers). When a fleet moves there it shows up in the small circular CNS territory on the legend. From there it could move back out on the main map to the Upper, Lower, East or West North Sea. But it could also move from CNS to any of the three trading SC's.
However, once a unit has moved to iron, wood or grains it can not go back to CNS or the main map. The three trading SC's do border each other and units can move freely between them. In a sense these territories work like a miniature pure-diplomacy map.

Notes on unit movement
The rest of the normal diplomacy rules apply.

Notes on variant creation and strategy
For small maps it's easy to get the balance between the positioning and the amount of coast/land/sea territories wrong. In classic dip there is a huge continent smack in the middle and it splits the areas where armies and fleets can move. In this map I tried to do something like it with the Denmark area and the artifciallly landlocked Cymru.

The Frysians play a bit like Austria in classic diplomacy. The Norse have easy entrance to the sea. The Britons have to watch for convoys and the Romans have to most landlocked territory as starting SC.
Games can turn around in no time and in most situations you can plan a very efficient stab. I feel this (and the position of the Frysians) makes the variant less suitable for gunboat. We shall see.

Every player has starts near a neutral SC. The Britons and Norse can secure a build the first year, but the Frysians and Romans will have to make a deal or get some help.
There are not many different opening moves, but I tried to create at least some options for each player. I made it impossible to get any of the three trading SC's in the first year. Players do start at the same distance from Central North Sea so the "race" is on!
If you manage to control wood, iron and grains with two units you're golden. You are then able to infinitely hold those three SC's with just two units and your surival is guaranteed. Even though it might not win you the game, especially if you leave your home SC's open to attack.
I've searched for stalemate positions and I was unable to find any, if you do please let me know.

I use the GIMP when drawing maps. I highly recommended it: free, easy to learn and has all the tools you need. I adapted the map from this file: map source
Thanks to Oli for helping out with coding the special rules. You're doing a great job!
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Pirates (13 Players)

Pirates, European powers and privateers all fighting it out on the high seas of the Caribbean - what more could you want?

Variant Parameters (Version: II):


Special rules/information:

Created by: Gavin Atkinson
With assistance by: Oliver Auth

It is 1666 and the Spanish dominions in the New World are crumbling. Once the sole domain of the King of Spain, the sea faring nations of England, France and the Republic of Holland have grabbed many former Spanish lands across the Caribbean. But the European powers are not alone in their endeavors. Pirates sail the high seas plundering at will. To counter rival nations and the pirates, each European power has granted letters of marque to a privateer - men authorised to steal and attack pirates and foreign naval vessels at will.

The Pirates! variant places you at the helm of a fleet comprising either a European power, a privateer or a pirate. This variant has many variables:

Frigates and Clippers. There are no armies in this variant, just two types of naval vessels: clippers () and frigates (). Clippers cut through the seas making two moves at one time. Frigates can only move one place as in the standard game, but they are 50% stronger when attacking: a single frigate attacking a clipper will succeed.

Important: due to the offensive nature of frigates, the attacking bonus only applies when she is the moving unit. Also remember a frigate supporting a moving clipper does not give any bonus to the attack, but the bonus is on only when she attacks by herself. And if a clipper is dislodged it can only retreat to an adjacent territory. It does not move two places when retreating. This simulates a damage of a clipper if a battle is lost and she loses its manoeuvrability until repair.

Privateers can attack any other player except the nation that has issued their right to privateer (e.g. the English privateer Henry Morgan cannot attack the English navy, and the English navy cannot attack Henry Morgan). It does not imply any automatic alliance, however it is possible for a privateer to move into his host nation's undefended SC, and vice versa.

There are five special pirate themed SC's where X marks the spot. What they do: a unit occupying one of these SC's in the autumn build phase can transform a clipper into a frigate, or a frigate into a clipper.

It's not only pirates that inhabit the Caribbean, like there are followers of Voodoo at the Voodoo Witch's Hut on the island of Cuba. Using black magic they can teleport your ship over the hills from the northern coast of Cuba to the south, or vice versa. In reality it is alike Kiel or Constantinople in the standard map.

What else? We introduce the infamous Caribbean Hurricanes. This variant draws on Mother Nature's ability to interfere with man's wars. In the build phase of 1667 and on, a hurricane () forms randomly on any unoccupied territory. The hurricane will then randomly move to an adjacent territory in spring and again in autumn. Watch out! The hurricane in Spring is relatively weak and won't destroy a unit, but a storm in Autumn will blow away any unit to destruction. If the hurricane hits an SC in autumn it destroys all value of that SC to the player who controls it, with the SC becoming neutral in the build phase. After the autumn phase the hurricane disappears and shows up again somewhere by the following year.

Build anywhere rule applies.

There is sea to the south of Panama, but as the Panama Canal still has another 250 years until its built, units cannot pass to the south. Unless there is a Voodoo Witch there.

Disposition: the European powers start with three units and are all in port. The Privateers start with two units and are all in port (except for the Dutch privateer, Isaac Rochussen, who begins with three units but all on the high seas). And the Pirates start with four units and all are on the high seas (while the pirates start with more ships, their lack of starting SCs means they need to capture centres quickly to keep units.

  The Dunkirkers (authorised by Spain) in Caracus and Campeche;
  Henry Morgan (authorised by England) in Port Royal and Providence;
  Francois l’Olonnais (authorised by France) in Tortuga and Florida Keys;
  Isaac Rochussen (authorised by Holland) - Mona Passage, Mid Atlantic and Southeast Caribbean Sea

  El Guapo - Northern Gulf of Mexico, Western Gulf of Mexico, Yuchatan Channel and Isla de los Pinos;
  Daniel "The Exterminator" Montbars - Bermuda Triangle, Virgin Islands, Crooked Island Passage and Northwest Channel;
  Roche "The Rock" Braziliano - South Caribbean Sea, Southwest Caribbean Sea, Northwest Caribbean Sea and Northeast Caribbean Sea;
  Bartolomeu "The Portuguese" de la Cueva (the creator of the "Pirate Code") - Gulf of Venezuela, Skeleton Bluff, Waters of the Spanish Main and Central Caribbean Sea;
  Daniel "The Terror" Johnson - North Riff, Mayaguana Passage, Florida Channel and Tongue of the Ocean

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The Ancient Mediterranean: Rome III Players (3 Players)

Capture the Pyramids extension. Plus Extra: Losing a Capital is losing the game

Variant Parameters (Version: 2.0):


Special rules/information:

III in the name of the variant stands for 3 players, the scenario is played on the Ancient Mediterranean map. The clashing powers are: Greek City States / or simply Greek Cities, Rome of course and Carthage of course. Featuring alternative victory conditions of the Rome Vs Carthage variant

Victory Condition: You must control more than the number of suply centers (SC) required for victory and also take control over Pyramids in Giza (this'll be Memphis supply center) to fulfil the victory: both conditions should be on.

Losing a Capital is the immediate degfeat for one who've lost. You can get you win over opponents by crashing their capitals instead of taking a number of other provinces along with Great Pyramids. Yet another way to victory.

And another IMPORTANT note is The Greek Cities' Capital that'll be Sparta (not as obvious as for Rome or Carthage)

The Units, the fleet is trireme: free sprites ancient greek trireme pixelart rome and carthage — and the army is universal pikeman, whether a Roman warrior or a Hoplite: roman legion vs greek phalanx pixelart gameart gameplay free sprites

And the rule number two, as usual, Fleet occupying the Baleares may not be used to convoy an army using the normal convoy rules (don't ask).

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The Ancient Mediterranean: 1 on 1 Rome vs Carthage (2 Players)

Victory condition: Control over Pyramids (Memphis)

Variant Parameters (Version: 2.0):


Special rules/information:

The good old Punic Wars plot, Ancient Rome and Carthage, the game starts 212 BC when Rome captured Syracuse and "marked" the victory by killing Archimedes for inventing war machines against Romans

Rome Vs. Carthage uses the map and beginning positions of the the Ancient Mediterranean variant, but Carthage have two fleets and one army, showing more naval power while Rome aparently owns two legions and one fleet. The Units, the fleet is trireme: free sprites ancient greek trireme pixelart rome and carthage — and the army is a universal pikeman, whether a Roman warrior or a Hoplite: roman legion vs greek phalanx pixelart gameart gameplay free sprites

Victory Condition: You must control more than the number of suply centers (SC) required for victory and also take control over Pyramids in Giza (this'll be Memphis supply center) to fulfil the victory

Fatal Capital Loss: If one takes the other guy's capital, this is the immediate end of the game, regardless of number of supply centers or those pyramids of Giza in Memphis

It's the Punic War!

And one extra rule, inherited from the parent variant, it's a Fleet occupying the Baleares may not be used to convoy an army using the normal convoy rules (don't ask).

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Sengoku 1570: Fog Of War (2 Players)

Fog Of War 2 player Strategy Deathmatch

Variant Parameters (Version: Fov):


Special rules/information:

Time has come for a new Shogun. You are in Japan of 16th century, when the civil war ignited for the leadership over the whole land.

  1. Fog Of War
    Sengoku 1570 is the version of Samurai War based on the Sengoku 5 (classic) and Sengoku 5 (for two) Samurai variants. The Fog of War is the new in this version, it adds a certain thrill to the already hot field of war (reminds me Shogun series, seriously).
  2. Samurai Code
    Everyone know the code of Samurai suggest the samurai kill one-self once being defeated, and in this game we follow this Code, all units including the navy units kill one-selves once being defeated, do it silently in the shadow of sakura (translates into: there is no 'retreats' phase at all, it's skipped and the unit gets disbanded right after the battle is lost).
  3. Home SC's
    Units may be built on any vacant supply center that you have held for a fall. (i.e. all SCs controlled by players are considered their "home supply centers" for the purpose of building units.)
  4. Neutral forces
    In addition to the natural players of this variant, there are neutral territories, represented by black supply centers on the map. Each neutral territory is occupied by a neutral army that never does anything but hold. These armies may be supported by other players. They are disbanded immediately if dislodged.
  5. Only winner takes all
    Victory is declared when one Daimyo has control of the most of SCs, or all other players concede defeat. There can only be one Shogun. Have fun and welcome to 16th Century Japan.

Version 77 amount of free supply centers decreased for better dynamics

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World War II (5 Players)

World War II variant by Synapse

Variant Parameters (Version: 1):


Special rules/information:

Fleets can move freely between Red Sea <-> Cicilian Sea and Black Sea <-> Agean Sea.
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World Diplomacy IX (17 Players)

A variant with a map which has territories over the whole globe.

Variant Parameters (Version:


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