Know a variant your table plays? Add it to Diplomacy.
Sign in to add a houseruleA draw proposal names which surviving powers share in it, and passes only if every surviving player agrees, including the ones left out. The printed rule shares a draw equally among all survivors, so a power down to its last supply centre draws level with one holding sixteen. Naming the sharers gives the table something to keep playing for when a solo is already out of reach.
scribed by The-Archivist
Negotiation stays, but all of it happens out loud where every player can hear. No drawing someone into the next room, no private notes, no side channels. The standard diplomacy period is built around taking people aside in twos and threes, so this keeps the alliances and removes the one thing that makes them work — telling two players different things.
scribed by The-Archivist
Remove the diplomacy period entirely. Players write and submit orders with no negotiation of any kind — no conversations, no notes, no signalling across the table — and the turn is nothing but writing and adjudicating. Every alliance then has to be proposed and accepted through the orders themselves, which is a different game from the one the rulebook describes and takes a fraction of the evening.
scribed by The-Archivist