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Diplomatic Mission
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Diplomatic Mission

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Ages Players
12+ 1-2

Designer(s): Jim Deacove

Publisher(s): Family Pastimes

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Product Description

The battlegrounds are quiet, but full of tension. One false move, a deliberate or accidental casualty, and hostilites will be renewed. Then the game is declared Lost. To win, a lasting peace must be made. To realize that objective, the players each send out a team of Diplomats to each other's Castles to secure the respective Royal Signatures & Seals on the Peace Documents.

Players must use all their mental and negotiation skills to move the Diplomats through the respective Territories. Deploy Scouts & Bodyguards to prevernt Journalists or Politicians from sparking off a new War. You may have to use your few Wise Peacemakers to diffuse potential hostilities. All the while, the Military, ever vigilant, continues its maneuvers. The Royals await your Diplomats.

Product Information

Product Reviews


Average Rating: 3 in 1 review

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A chess-type, cooperative game
October 26, 2002

To summarize: This game is a two-player, cooperative chess, and thus succeeds in its goal, though it's not *quite* what I was expecting. To clarify: I'd studied the box and its the board/move diagrams, and was indeed expecting something like chess. But, the box also stated, 'Deploy your Scouts & Bodyguards to prevent Journalists or Politicians from sparking off a new war,' so I'd expected more of a 'us two/solitaire players vs. the cunning/'evil' game system determined by some random moves'-type play.

Instead, you can understand this as truly cooperative chess, with the goal to move pieces from certain squares to other squares, with *no* captures. If any piece is captured (by the presence of just about any adjacent enemy piece), *BOTH* players lose. The only way to win is for *both* players to get all their Diplomats to the 'Enemy's' castle.

Thus, this becomes a very chess-like game, where the objective is to *never* capture the 'enemy' but instead to allow his pieces safe passage. As a solitaire, intellectual exercise, this is quite challenging, and as a two-player game, it certainly carries a message of cooperation and helping each other (in the same way that standard chess carries a message of conflict and defeating the other player).

I've been heavily playing 'conflict-based' games for over 20 years, and so I'm quite familiar with their details. This 'cooperation-based,' game is a new approach to me. I can certainly see how it creates a bond, rather than a rift, between players. And, as is its purpose, I'd sure enjoy playing it (rather than cutthroat wargames) more with any hypothetical kids I might have in the future.

So, I salute Mr. Deacove for creating another cooperative game, which is thus *constructive* for family gaming, rather than destructive - this one being a 'cooperative chess.'

But, the experienced gamer in me *must* note its nature. This board game, like most of Mr. Deacove's board games, seems basically a solitaire game/puzzle played by multiple people. This is only a 'flaw' in that a single play may do better than a team of players, since a single player knows just what to do, in a coordinated way, rather than an uncertain GROUP of players. But, after all, a group of players might be able to come up with a better solution than a single player.

There also seems to exist a certain 'type' of univeral solution, though I haven't tried it is the general sense. Based on my (pretty limited) knowledge of Diplomatic Mission (better than no rating) - I'd give it a 3 (a respectible 'average') out of 5 (please feel free to add a point if this is your sort of game).

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