I/J/K

Iberia: The collective name for Spain and Portugal, and sometimes including Marseilles (in France) and even Piedmont (in Italy)… so why not Gascony!?! Anyway, in real life, just Spain and Portugal.

IDA: Abbreviation for the INTERNATIONAL DIPLOMACY ASSOCIATION.

IDA Handbook(s): Publications giving information about the Hobby and articles on playing Diplomacy.

Implied order: An order not specifically written separately. So, F GOL C Mar-Tus, written without a specific order for A Mar-Tus, contains the implied order A Mar-Tus.

Imposed Draw: When a GM or – online – a site Moderator forces an end to a game which results in a draw. Often part of a DEADLOCKED GAME PROCEDURE online.

Impossible alliance: No such thing. Supposedly an alliance that just doesn’t work, I guess based on what happens on the board. There are improbably alliances, especially at the start of the game (eg the Anglo-Austrian alliance) but, given that alliances are between players, not powers, there are no impossible alliances. Still, somebody must think there are…

Inland fleet: When a player orders a fleet to built in a landlocked space, eg F(Vie). Once this was not specifically disallowed in the rules, but it is now – see p15 “Additional Building Rules”: https://renegadegamestudios.com/content/File%20Storage%20for%20site/Rulebooks/Diplomacy/DiplomacyRGS_Rulebook_v6_LR.pdf

Inner Powers: Germany, Austria and Italy. Alternatively known as the Central Powers.

In-Person Play: Alternative for REAL TIME PLAY.

Intermediate players: More experienced than novices (DIPLOPUPS) but still make silly mistakes, such as not being able to see an obvious stab.

Interior alliance: Another name for the CENTRAL TRIPLE.

International Diplomacy Association: A breakaway from THE DIPLOMACY ASSOCIATION. Originally about being a service for the Hobby, devolved into in-fighting. Published the IDA DIPLOMACY HANDBOOKS.

Intimate Diplomacy: A 2-player variant. Each player is given control of one power, and given a number of ‘credits’ by which they bid for control of the other five powers for one game year. After the Winter turn, more credits are awarded based on the number of SCs each player owns. The winner is the player who first captures a home SC from the other.


Joint orders: Not possible through websites but a situation where two or more players present their orders together, often when defending something like a stalemate line. Might also be when one player hands the responsibility for ordering their units to another. There is nothing to stop either player issuing subsequent, separate orders for their units, however.

Joint win: A draw. Not a win.

Judge(s): Computer programme written to allow automated adjudication of Diplomacy moves.

Juggernaut (alliance): An alliance between Russia and Turkey, so-named because it can, when successful, move across the board and result in a win for one or the other. One of the most famous alliances in Diplomacy, which means other players are often looking for it, and calling it out whether it really exists or not.


Karma League: A group of players in the UK Hobby who agreed they would not break agreements, not attack each other’s homelands, etc with another player in the League. Cheating, in other words – metagaming. Ridiculous that it was allowed.

Key Lepanto Opening, The: An Austro-Italian opening in which Austria allows an Italian army to pass through Trieste and supports it into Serbia. Key orders are: Spring 1901 – Italy orders A Ven-Tri, A Rom-Apu, F Nap-ION, while Austria orders F Tri-Alb, A Bud-Rum, A Vie-Bud. From there, in Fall 1901 Italy orders A Tri-Ser, F ION-AEG (or supports F Alb-Gre), and Austria orders A Bud S Tri-Ser, A Rum S Alb-Gre. The idea is that Austria and Italy manage a very advanced position against Turkey and Russia.

Key Rule: A rule used in some variants whereby, if a unit attempts to move but bounces, it can be dislodged by an unsupported attack, eg A Mar-Bur, A Mun-Bur, A Pie-Mar. Under standard rules, everything bounces; under the Key Rule, A Mar-Bur & A Mun-Bur bounces but A Pie-Mar succeeds. Of use in multi-player variants when the map can freeze up.

Kill the wounded, eat the dead: Another name for what I call UNUSISM. This is arch-soloism: a philosophy that says that the only two outcomes that matter in a Dip game are win or lose.

Kingmaker: A player who, for some reason, decides that they’re going to play a game so that another player has a better chance of winning it. There might be any number of reasons for this. The key is that they are prepared to lose the game to help someone else.

Koning Rule: Now in the rules, this stated that a unit has no effect on the space from which it was dislodged.

Kraken (alliance): Name given to the alliance of Austria and Turkey. This is often an alliance where Austrian armies support a much smaller number of Turkish armies against Russia, while the single Austrian fleet works to help the Turkish ‘Kraken’ fleets move to dominate the Mediterranean.