Entertainment & Sports: June 2014 Archives


If you haven't played Diplomacy then you aren't a serious board-gamer. Not to brag, but I've played a full game five times and been in the winning alliance three times. Since none of our players were proficient Diplomacy players my wins were probably due to luck and cunning more than skill. Diplomacy is a game I recommend for everyone to try, but it probably won't be a frequent selection for your game nights. Why? It requires seven players, it takes at least six hours to play and often more, and it is extremely emotional.

If you've ever heard of Diplomacy, chances are you know it as "the game that ruins friendships." It's also likely you've never finished an entire game. That's because Diplomacy requires seven players and seven or eight hours to complete. Games played by postal mail, the way most played for the first 30 years of its existence, could take longer than a year to finish. Despite this, Diplomacy is one of the most popular strategic board games in history. Since its invention in 1954 by Harvard grad Allan B. Calhamer, Diplomacy has sold over 300,000 copies and was inducted into Games Magazine's hall of fame alongside Monopoly, Clue, and Scrabble.

The game is incredibly simple. The game board is a map of 1914 Europe divided into 19 sea regions and 56 land regions, 34 of which contain what are known as "supply centers." Each player plays as a major power (Austria-Hungary, Turkey, Italy, England, France, Russia, Germany) with three pieces on the board (four for Russia) known as "home supply centers." Each piece can move one space at a time, and each piece has equal strength. When two pieces try to move to the same space, neither moves. If two pieces move to the same space but one of those pieces has "support" from a third piece, the piece with support will win the standoff and take the space. The goal is to control 18 supply centers, which rarely happens. What's more common is for two or more players to agree to end the game in a draw. Aside from a few other special situations, that's pretty much it for rules.

There are two things that make Diplomacy so unique and challenging. The first is that, unlike in most board games, players don't take turns moving. Everyone writes down their moves and puts them in a box. The moves are then read aloud, every piece on the board moving simultaneously. The second is that prior to each move the players are given time to negotiate with each other, as a group or privately. The result is something like a cross between Risk, poker, and Survivor -- with no dice or cards or cameras. There's no element of luck. The only variable factor in the game is each player's ability to convince others to do what they want. The core game mechanic, then, is negotiation. This is both what draws and repels people to Diplomacy in equal force; because when it comes to those negotiations, anything goes. And anything usually does.


Jack Hamilton "defends" the Game of Thrones series from his own presumption that its "inauthenticity" should damn the show to unimportance. Is our culture such that every creation must conceal layers of ironic commentary about the real world in order to be valuable?

Game of Thrones is a terrifically fun and immensely popular show, but can a work so flagrantly inauthentic actually be important television?

The answer is yes, and precisely for its unreality, its joyful hostility toward anything like allegory, commentary, or social relevance. Much like Star Wars and Hogwarts and other great Neverlands, Game of Thrones doesn't hold a mirror to anything. It is aggressively false, a work of far-fetched imagination so intricate and finely realized it becomes compelling on its own terms, disorienting and dazzling us in the ways that only the best storytelling can. This is a show where we cheer on an adolescent girl's precocious transformation into a serial murderer; this is a show in which a character's desire to release people from slavery is convincingly rendered as a conundrum. The most recent episode ended with yet another shocking death, a character we're coming to hate killing a character we'd come to pity, to save the life of a character we've come to love. How are we even supposed to feel? Other than, yet again, totally thrilled.

The most surprising aspect of this essay is that the author apparently believes that Game of Thrones is "aggressively false" because the characters and their motivations are nuanced and complex -- there's no "good guy" and no "bad guy". This seems quite realistic to me, but the Hamilton's perspective on the show says a lot about his view of the world.

Finally, do you expect your entertainment to tell you how you're supposed to feel? Just feel.

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This page is a archive of entries in the Entertainment & Sports category from June 2014.

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