LWThe Long Week Campaign concluded

The final declaration

Shared victory

The campaign is closed. The honours are shared.

✦

After the orders, the alliances and the long conversations,
the final word is peace.

To everyone at the table: thank you for an unforgettable campaign.

The final board, every dispatch and Round Radio remain in the archive.

Seven powers. One shared story.
✦
LW DiplomacyThe Long Week
Private game · 7 friends

A game measured in conversations

Seven powers.
One move a week.

Talk, bargain, and revise your plans all week. At the deadline, every order is revealed and resolved together.

First orders resolve Loading schedule…

Private table

Choose a power

You only need to enter this once. This device will remember you.

This browser will keep your private access key. No account or email is needed.

Already claimed a power?
Classic rulesServer-enforced deadlineOrders stay private until resolution
LW DiplomacyThe Long Week

The Power draw

Seven names.
Seven powers.

Fate chooses your power. Every player sees the same pairings revealed live, one by one.

✦

Everyone is assembled

The draw is ready

Waiting for the host to begin. Keep this page open.

LobbyWaiting for players
1/7 here now 1/7 joined

Campaign schedule

One movement phase resolves each week. The game ends sooner if a Power reaches 18 supply centres.
Shuffling the map…0 / 7
✦✦✦

Shuffling the powers

The first name is about to be drawn…

Assignments are randomOne shared revealThe board unlocks at the end
LW Orders resolved
LW

The adjudication room is sealed

Orders processing

3:00

Resolving every move, support and conflict.

The dispatches arrive

From the adjudication room

Simultaneous orders · region by regionReplay any time in the Chronicle
LW The Long WeekDiplomacy
Orders resolve in —
The deadline clock is paused by the host. Drafts and messages remain available.

The table

Seven powers

◷
Your weekly rhythm

The board

Live position

New Round Radio episode
Drawing the map…
Private order

One deadline. One reveal. Draft orders can change until the clock reaches zero. Nobody can see them before then.

Game workspace

Your command

Issue orders

Not saved

⚑

Your power has left the board, but you are still at the table. Follow the campaign, listen to Round Radio and stay in touch through your conversations and War Rooms.

✦

The final position is preserved. Revisit the campaign in the Chronicle, including every episode of Round Radio.

◆ Only you can see this draft.

Private press

Messages

New message

Leave everyone unselected to speak at the public table. Select one or more powers for private or group press.

Public record

The chronicle

After each deadline, a plain-language round recap appears here. Open the exact orders or replay the resolved map whenever you want to check the details.

WR War RoomPrivate simulation
War RoomPrivate simulation
Live board— → Simulation— Live position
SIMULATIONNothing here changes your live orders.Orders for other Powers are your assumptions—not their real drafts.

Only invited players can join. Everyone in this room can see its hypothetical orders.

Invite another player

Hypothetical position

What could happen?

Drawing the simulation…
SIMULATION
Private simulation

Latest try

What happened?

Inspect the exact hypothetical orders

Assumed orders

Plan the table

Saved privately

Tap any unit on the simulation map or use these menus to choose what each Power might do. Unchanged movement units hold.

◇ This advances only your private simulation.

WR Simulation resultPrivate War Room
WR

Private simulation

Trying orders

Resolving every assumed move, support and conflict.

Simulated outcome

What the assumed orders produced

Review every assumed order
Private simulationNothing shown here happened on the live boardReset whenever you like

Simulation

Room controls

Quick reference

How to play Diplomacy

18
Control 18 supply centres to win outright.

If nobody reaches 18 before the scheduled final Fall, the Power with the most centres wins. A tie is shared.

01The flow of the game

Your starting units are already placed. Each year has a Spring and Fall movement phase. Everyone negotiates and submits secret orders; at the deadline all orders resolve simultaneously.

Dislodged units then retreat. After Fall, supply-centre ownership is updated and Powers build or disband until their unit count matches their centre count.

02The five movement orders
A PAR H

Hold — remain in place.

A PAR – BUR

Move — enter an adjacent province.

A MAR S A PAR

Support hold — add strength to a unit staying in place.

A MAR S A PAR – BUR

Support move — add strength to that exact attack.

F ENG C A LON – BEL

Convoy — carry an Army across water with a chain of fleets.

Armies move through land and coastal provinces. Fleets move through sea and coastal provinces, but not inland. Bulgaria, Spain and St Petersburg have separate coasts for fleets.

03Strength, bounces and support
  • Every unit has strength 1. Each valid support adds 1.
  • The single strongest attack succeeds. Equal strongest attacks bounce and nobody enters.
  • An attack usually cuts the defender's support, even if that attack itself fails. Exceptions include an attack arriving from the province the support is directed against, or an attacker that is itself dislodged.
  • A Power cannot dislodge its own unit, although units belonging to different Powers may support one another.
  • A convoy fails if every route is broken by dislodging a convoying fleet. Merely attacking that fleet is not enough.
04Retreats, centres and builds

A dislodged unit may retreat to a legal adjacent empty province, but not to a province where units bounced or normally to the attacker's origin; a convoyed attack can allow that origin. If two units retreat to the same province, both are disbanded. A unit with no legal retreat is disbanded.

Supply centres change hands only after Fall movement and retreats. Entering a neutral or enemy centre in Spring and leaving before the Fall count does not capture it. A centre you already own remains yours after you leave unless another Power occupies it at the end of a later Fall.

A build requires an empty home supply centre you still control. If you have more units than centres, you must disband the difference.

05Deadlines in this game
  • Your draft is private and may be changed until the countdown reaches zero. “Mark ready” does not lock movement or retreat orders. During deployment, the phase advances early once every Power with a build or disband is ready.
  • Tap a province to inspect it. Tap one of your units to give it an order directly on the map; highlighted legal destinations and support or convoy steps use the same private draft as the order menus.
  • A missing movement order becomes a hold. Under our online rule, an empty retreat order gets a random legal retreat at the deadline. Your chosen retreat or disband is kept. No legal exit or a collision with another retreat still disbands the unit.
  • An omitted build randomly deploys a legal unit in an available home centre.
  • Movement phases use the weekly Copenhagen-time deadline. Retreats use the shorter window shown on screen. Deployment runs until 24 hours after the Fall deadline—normally Monday at 20:00 for a Sunday 20:00 game—unless everyone affected finishes early.

Worth remembering: the order menu only shows structurally legal choices. It cannot promise that an order will succeed once everyone else's secret orders are revealed.

B

Private strategic adviser

Ask Benni

◇

Your board and draft only. Benni can consider your current private draft, but cannot see anyone else's drafts, messages, negotiations, or War Room plans. Advice is private to your Power and never changes your orders.

Opening the map room…

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This game

Settings & access

✓
Signed in on this device

To use another device, open the game there and enter your invite code again.

HUD

Applies to your board, history and War Room on this device.


Host controls

Changing the weekly schedule moves the current movement deadline to the next Copenhagen-local occurrence. Fall deployment then closes 24 hours after that deadline. It never reveals or changes a player's draft.


Player access

Reset an invite code

Use this if somebody loses their code. Resetting signs that player out everywhere.


The next campaign

Create a new game

Choose your map
Era of Empire rules

Conscription and conversion are the standard Era of Empire rules. Turning either off creates a custom ruleset. The opening and rules are fixed when you create the game.

Seven players

Each player receives a new invitation. Powers are assigned randomly when the host starts the draw.

Share the lobby link with everyone, and send each player only their own code. Your host account is already signed in.

Save these invitations before leaving this screen. Codes can be reset in the lobby or game settings.

Open lobby →
Your campaigns

Plan together

Shared War Rooms

One presenter draws orders. Invited players follow the board and can take control when it is passed to them.

Start a room

Invite players

Starts from the public board with fresh hypothetical orders. Your live draft and private War Room stay private.