of an entire continent, rather than a single campaign theater. Land and sea power are almost equally significant, and a player's decision as to whether to raise an army or a fleet is highly significant. Gameplay Diplomacy proceeds by seasons, beginning in the year 1901, with each year divided into two main seasons: the "Spring" and "Fall" (Autumn) moves. Each season is further divided into negotiation and movement phases, followed by 'retreat' or 'disband' adjustments and an end-of-the-year Winter phase of new builds or removals following the Fall adjustments. Negotiation phase In the negotiation phase, players discuss tactics and strategy, form alliances, and share intelligence or spread disinformation. Negotiations may be made public or kept private. Players are not bound to anything they say or promise, and no agreements are enforceable. Communication and trust are highly important; players must forge alliances with others and observe their actions to evaluate their trustworthiness. At the same time, they must convince others of their own trustworthiness while making plans to turn against their allies when least expected. A well-timed betrayal can be just as profitable as an enduring, reliable alliance. Movement phase After the negotiation period, players write secret orders for each unit; these orders are revealed and executed simultaneously. A unit can move from its location to an adjacent space, support an adjacent unit to hold an area in the event of an attack, support another unit to attack a space into which it could move itself, or hold defensively. In addition, fleets may transport armies from one coast space to another when in a chain called a "convoy". Armies may only occupy land regions, and fleets occupy sea regions and the land regions that border named seas. Only one unit may occupy each region. If multiple units are ordered to move to the same region, only the unit with the most support moves there. If two or more units have the same highest support, a standoff occurs and no units ordered to that region move. A unit ordered to give support that is attacked has those orders canceled and is forced to hold, except in the case that support is being given to a unit invading the region from which the attack originated. Certain spaces on the board have two coasts and here a player must specify which one they want their fleet to occupy. A fleet can only move to