Diplomacy terms explained
AAR - After Action Report - a summary written by a player or observer about the game usually in a discussion with the other players of that game.
ABANDONED - When a player and country are in Civil Disorder (see below) for 2+ turns the judge will vacate their position and the power will be abandoned and eligible to be taken over if another player wants to do so.
ACTION - The activity that your units can be made to perform through and ORDER. These include MOVE, HOLD, CONVOY and SUPPORT. RETREAT is a form of MOVE order. A unit not ordered or ordered to perform an illegal Action (ie A Mar - The Moon) will hold in place as if ordered to HOLD.
ADJUDICATE - the process where by the computerized judge (on this site) or the GM (on other sites) review the orders and determine what actions actually occurred in any given phase of a game. Also referred to as a Judge in some contexts.
ALA - Anti Leader Alliance - An alliance of most or all remaining powers in a game to hold the current center leader off from gaining 18 centers and winning the game by either forcing a draw or perhaps actually pushing the leader down in center count totals.
AGE OF EMPIRES - Also known as AOE - A variant of the Diplomacy game where all 7 powers start the game with 1 territory and 1 unit and expand from there. Any captured supply centre can be used to build new units on.
BLUE WATER LEPANTO - see also Lepanto. A move where Austria (typically) moves his fleet from Trieste into the Ionian in the face of an Italian fleet build in Naples and an Italian fleet in either Tunis or Tyrrhenian Sea. In the spring 02 move phase the fleet holds while Italy, with support, moves into Ionian forcing an Austrian retreat. Turkey, if they have a fleet in Smyrna, typically takes either East Med or Aegean and the forced retreat allows the Austrian fleet to move into the unoccupied space with no danger of a bounce. The next turn the multi country convoy takes place like a normal Lepanto.
BUILD ANYWHERE - A variant that allows a player to build new units in any owned center, not just home centers. AOE is a build anywhere variant.
CD - Civil Disorder - the state a country falls into with no orders are recieved for any given turn when they would be due. Units in Civil Disorder remain stationary and actionless.
CHAOS - 1) A variant whereby every supply centre is a different country occupied by a different player, totaling 34 players with one centre each; 2) A house variant on this site, where each of the seven original countries start with three centres each, but each centre is randomly distributed across the board. This variant is both Winter 1900 and Build Anywhere.
DIAS - Draw Includes All Survivors - standard rules for draws in Diplomacy which indicate any draw must include all players that have units equally regardless of SC count at the point of the Draw.
DMZ - Demilitarized Zone - where 2 or more players agree not to move units into or through the territory.
DRAW - when a game ends with more than 1 player in the 'winning' faction. A draw is offered by 1 player to some or all of the other players as a way to end the game without 1 of those players having to continue play to a solo victory. Note that, at this time, a draw offer always includes the player that offers the draw in the winning faction. A draw shares the victory equally among all members who participate in the draw. A draw can be offered for a variety of reasons, due to a stalemate between players where none can advance to victory, due to 2 players wanting to share the victory rather than 1 or the other stabbing their partner for the win, to players just being tired of playing in that game. Draw victories are worth a % of full value for each participant for Rank considerations based on the number of players in the draw (50% for 2 players, 33% for 3 players, 25% for 4 players). To qualify for a draw victory the players included in the Draw must have over 18 centers combined AND all players remaining must vote to accept the draw. Any vote rejecting the draw, or any failure to vote, means the Draw does not occur. Also the country you get when countries are selected randomly is also often referred to as the Draw.
EOG - End Of Game summary - See AAR
FADING ECHOES - A mechanism of the Ranking system where older games start to lose value as more games are played, up to 50 games. The system works as follows (Games/% of full value added to your Rank score), 1-10/100%, 11-20/80%, 21-30/60%, 31-40/40%, 41-50/20%, 50+/0%.
FTF - Face to Face - playing the game in person rather than over the internet or on a computer
GUNBOAT - a game variation that allows no press between players
INVITATIONAL - An invite and passworded game where the creator is typically the host and sends private invitations to other members of his/her choosing to populate the game. See also Open.
JUDGE - See Adjudicate above.
JUGGERNAUT - An 'old school' alliance of Russia and Turkey which is very potent when successfully performed and not countered by the other powers on the board. One of the most feared and best known alliance options.
LEADERBOARD - The listing of the players with the current highest rank.
LEPANTO - Actually named after a historic battle. An opening where Italy opens with Turkey as his primary target, moving a fleet into the Ion and convoying an army into Tunis in 1901, and in 1902 he moves that fleet to Eastern Med in the spring, a new fleet into Ion in the spring, and in the fall they convoy the army in Tunis into Smyrna or, more commonly, Syria. Easily defeated by a Turkish fleet build to occupy East Med but, if it can be made to work, it generally spells disaster for Turkey. There are several articles about this strategy that would make very educational reading. Common variations are the Key Lepanto and the Blue Water Lepanto.
NAP - Non Aggression Pact - something less than an alliance where 2 or more powers agree not to attack each other but likely also don't share any common targets.
NMR - No Moves Received - when no orders are inputted by a player, resulting in all units holding.
NOOB - If you need to ask....
OPEN - A typically passworded game where the creator posts the game info in the forum and extends open invitations to other forum members to populate the game. See also Invitational.
PUBLIC PRESS - A gunboat variation that allows shoutbox communication that all players can see
RANK - A site specific measurement of success in games over time based on the site's scoring system for your 50 most recent games.
SOLO - when a game ends as a result of 1 player winning the game by controlling 18 centers on the board during any build phase.
SUPPORT - An order written for 1 or more units to support a specific units Action. The Action that is supported can be either a MOVE, CONVOY or a HOLD order.
VC - Victory Conditions - the set of conditions under which a victory in a game is reached, ie Solo, or Draw for most typical games.
WESTERN TRIPLE - A triple alliance of England, Germany and France where all 3 western powers combine forces and strike east, over the stalemate line, assisting one another along the way, usually starting in 1902-1903. This alliance usually considers Italy part of the Eastern powers. The alliance usually pits England v Russia, with some German help, Germany against Austria, and France v Italy, at least at the beginning states. WTs are typically very effective at getting the Western powers into the late stages of the game.
WINNER(S) - There are 2 ways to 'win' on the site, Solo Victories and Draw Victories. More information available under the headings Solo and Draw.
WINTER 1900 - A variant in which each country selects their own starting units before the game begins.