Standard Diplomacy rules, and can be used with any map. The main difference is that preference lists for initial game setup are done on a center-by-center basis rather than power-by-power. http://devel.igo.org/DipPouch/Online/variants/anarchy.html
In this variant, each unit is one of three "colors" (red, purple, or silver), and each color has complete superiority over one other color, defeating even better supported units of the inferior color. http://devel.igo.org/DipPouch/Zine/F1997M/Szykman/Arpiesse.html
A no-partial press (broadcast-only) game in which powers can read press but are forbidden from sending any press. Each power has one or more advisors that serve to suggest moves and negotiate with other advisors on the behalf of the powers they represent. http://devel.igo.org/DipPouch/Zine/S1995R/Szykman/Backseat.html
In this variant, after each movement phase, one province turns into a black hole and disappears. All provices that were adjacent to that one are now adjacent to one another. http://devel.igo.org/DipPouch/Online/variants/blackhole.html
Standard Diplomacy rules apply, except that each player is only given limited information about the results of each phase. Such results are only the results of the player's own orders, those which occur within or adjacent to a power's home country, and those which occur in locations adjacent to the player's own units.
A 34-player variant which uses the standard map. Every player starts out with one home supply center. Standard Diplomacy rules apply except that a player can build in any owned supply center, not just the home center. http://devel.igo.org/DipPouch/Email/judge/info.chaos.html
In this variant, each player has the power to call for a just-completed turn to be rolled back. All players who called for a rollback (and only those players) can change their order before the re-play of the rolled back phase. Each player may only call for one rollback in any six turn (three game-year) timespan.
In this variant, moves for a given phase are submitted before the results of the previous phase are revealed. The rules cover a variety of situations that can arise in the course of playing with incomplete knowledge about the current board. http://devel.igo.org/DipPouch/Online/variants/crystalball.html
Standard Diplomacy map and rules apply. What differs is that all builds for all powers (including builds for the initial setup at the start of the game) are done by vote rather than by an individual power's choice. http://devel.igo.org/DipPouch/Online/variants/democracy.html
This variant can be used with any map. The rules have been heavily modified to include blood lines, royal families, marriages, binding agreements, titles, and more. http://www.geocities.com/RainForest/Vines/1086/royale.htm and ttp://devel.igo.org/DipPouch/Zine/S1997M/Pitre/Royale.html
This variant can be used with any map. Standard rules apply, except that any group of powers which is both a majority in number of powers and that controls a majority of the supply centers may vote to not recognize a change in ownership due to the capture of a supply center. http://devel.igo.org/DipPouch/Online/variants/diplomatic.html
This variant uses the standard map, but each of the seven players controls two powers, and each power is controled by two players. Standard Diplomacy rules apply except for a couple of special rules that describe how orders are adjudicated since each unit receives two sets of orders which may conflict. http://www.geocities.com/Colosseum/1334/double.html
This variant can be played with any map. The game starts out with the standard Diplomacy rules but at any stage in the game players may propose modifications to the rules which are then voted on by all the players. http://www.geocities.com/Colosseum/Field/6461/RulesErratic.html
A player for three or more players played on a standard map. In addition to the standard rules, each player starts the game with 8 "Political Factors" (PFs) which are allocated among the seven great powers. These allocations are permanent and PFs may not be reassigned. A player submits orders for all powers to which that player has allocated PFs. Moves for each unit are determined according to a voting scheme based on the number of PFs in support of each order. After each move phase, powers receive two additional PFs to allocate. http://www.spoff.demon.co.uk:80/variants/fiascomacy.htm
This variant can be played with any map. The variant attempts to give consequences to actions by including concepts such as declaration of war, surrender and spheres of influence. http://devel.igo.org/DipPouch/Online/variants/formal.html
This variant uses the standard map. In addition to the standard Diplomacy rules, each turn a player can cause a geophysical event (such as turning a land space into a water space, turning a land space into an impassable mountain space, or vice-versa), and cancel a single geophysical event. http://devel.igo.org/DipPouch/Online/variants/geophysical.html
In this variant, the victory conditions are modified so that in order to win one must capture certain supply centers, called goals. Players may receive spies, which allow them to determine the goals of other players. The number of goals each power has can vary, but they affect the number of spies allocated to a power. http://devel.igo.org/DipPouch/Online/variants/goals.html
In this variant, the object of the game is not to reach 18 Supply Centers, but to accumulate the most goofy points. Points are obtained in part by taking over Supply Centers, but more importantly they are also allocated by vote based on the goofiness of one's behavior. http://devel.igo.org/DipPouch/Online/variants/goofy.html
A two-player variant that uses the standard map. Each player plays one power, and the remaining five powers are "mercenaries", control of which for each turn goes to the highest bidder for that turn. Standard Diplomacy rules apply, plus special rules that apply to the credit allocation and bidding. http://www.geocities.com/Colosseum/Field/6461/RulesIntimate.html
This is a variant that can be played by any number of players and uses the standard map. Each player is the ruler of a Galactic Empire that starts out orbiting the Earth (an empty standard map) with a spaceship containing three armies, and with the objective to colonize and take over Europe. Standard Diplomacy rules apply, plus special rules that describe the colonization process and earth-to-space movement. http://devel.igo.org/DipPouch/Zine/S1996M/Shoham/ICFOS.htm
This economic variant can be played by three or more players. The game uses the standard map. In addition to the standard Diplomacy rules, this variant includes a set of rules regarding currency trades. http://devel.igo.org/DipPouch/Online/variants/kapitalistic.html
This variant is identical to standard Diplomacy except that a second board is added and units are allowed to move "vertically" from one board to another. http://devel.igo.org/DipPouch/Online/variants/layered.html
A variant that can be combined with most other variants when you are short one or more players for a game. Instead of having the "vacant" powers holding as the standard rulebook suggests, each turn a different player controls a vacant power and is allowed to issue its orders. Standard Diplomacy rules apply. http://devel.igo.org/DipPouch/Zine/S1995M/Hand/Missing.html
This game is generally played on a map of the USA, but the rules can be adopted to other maps as well. In this game multinational corporations rule the world where they can use three different kind of powers: military, ecominical and political powers. http://devel.igo.org/DipPouch/Online/variants/multinational.html
This variant can be played on the standard map or a variety of other maps. This variant brings the concept of multiple forces to the game of Diplomacy. Units may merge into multiple forces (which can subsequently be split). Multiple forces can attack with the strength of multiple units, and distribute support into different spaces. Standard Diplomacy rules apply, plus rules that govern merging, splitting, and other adjudication for multiple forces. http://www.spoff.demon.co.uk/variants/multi2.htm
This variant takes place on the standard map (but could be used with other maps as well). The variant brings Diplomacy into modern times by bringing in new types of units: missiles, secret missiles (both of which can be nuclear or biological) and submarines. Standard Diplomacy rules apply, plus rules which govern the use of the new types of units. http://www.geocities.com/Colosseum/Field/6461/RulesNuclear4.html
This variant can be played on the standard map or any other map. In this variant, players receive money (silver pieces) every year based on supply center holdings. Rather than issuing orders for one's own units, players make offers to any number of units on the map; offers consist of a desired move and a bribe amount. The order that a unit actually attempts is determined according to the highest bribe (or combination of like bribes) received by the unit. Standard Diplomacy rules and a set of rules relating to money and to bribe adjudication apply. http://devel.igo.org/DipPouch/Zine/W1995A/Payola/
This variant can be played on the standard map or a variety of other maps. In this variant, each supply center starts out with a block of industrial production which produces points that can be stored, loaned, traded, reinvested into additional industrial blocks, or used to buy armies or fleets. Modified Diplomacy rules apply. http://www.spoff.demon.co.uk/variants/peres.htm
This two player variant is played on the standard map. The players each play one of the sevel great powers. The players start out with popularity points, which are bid in order to take control of the remaining "mercenary" powers. Additional popularity points are gained and lost according rules related to the takeover of supply centers. http://www.spoff.demon.co.uk:80/variants/propaganda.htm
This variant can be played with any map and can be combined with other variants. Standard rules apply with the exception of the initial game setup. Supply centers are randomly distributed throughout the map and are randomly assigned to powers. During the game, a player can build units in any supply center which that power owns. http://devel.igo.org/DipPouch/Online/variants/random.html
A varaint which includes the standard Diplomacy rules, plus a couple of new characters/units (The Borg, Llamas, Female Armies, Dirty Old Men Armies, Gay Fleets and more). A bit silly, but you probably gathered that much from the variant name. http://www.spoff.demon.co.uk/variants/silly.htm
This game uses the standard map and rules, except for the addition of two rivers, the Rhine and the Danube. These rivers are navigable by fleets, effectively allowing them to make what would in the standard game be inland moves and attacks. http://www.spoff.demon.co.uk/variants/river.htm
This variant can be played on the standard map or a variety of other maps. In this variant, a unit can abandon a supply center and destroy the SC as it leaves, allowing the unit to survive an additional year but preventing an opponent from getting that supply center. Other than that, standard Diplomacy rules apply. http://www.iglou.com/nations/searth.htm
This variant can be played on the standard map or a variety of other maps. In this variant, only final positions are revealed to players but the actual moves ordered are not. So, for example, a power who is attacked is oblivious to that fact if the attack fails. Standard Diplomacy rules apply. http://www.geocities.com/Colosseum/Field/6461/RulesSeeingIsBelieving.html
This variant can be played on the standard map or a variety of other maps. The variant brings the concept of troop morale into the game of Diplomacy. Morale points are allocated to each unit based on what units do and what happens to them on a given turn, and a unit's morale determines how they play in the following turn. http://www.spoff.demon.co.uk/variants/shell.htm
Two similar variants (shift-left and shift-right) in which each power's units start out in a different power's home supply centers. Powers must reach and retake their own home supply centers before they can start building new units. The variants use both the standard map and rules. http://devel.igo.org/DipPouch/Zine/W1995A/Pitt/Shift.html
This variant can be played with the standard game or with a variety of other variants. With this variant, players only see the adjudications for their own units and "see" their own section of the map. The game includes an additional type of unit called a spy, which can move and report status of the province it resides in and adjacent provinces. Standard Diplomacy rules apply, plus rules that concern the spies. http://dmd_sgi2.leeds.ac.uk/~nic/dip/G07.html#spydip
This variant can be played with the standard map or with a variety of other maps. The standard Diplomacy rules apply with the exception that unit types for initial builds are not specified. In this variant results of moves are not reported to players except under certain circumstances (such as failed moves, dislodgements, orders which are necessary to justify a failed move or dislodgement, etc.). Since knowledge about orders is limited, so is knowledge about locations of other powers' units. http://www.spoff.demon.co.uk/variants/stab.htm
This variant can be played with seven or fewer players. Standard Diplomacy Rules apply, with additional rules that assign "tasks" to each of the powers. The victory conditions are modified to include fulfilment of a task as one way of winning. http://home.t-online.de/home/AKueck/taskdip.htm
This variant can be played with the standard map as well as a variety of other maps. The variant concerns communications between players, and otherwise the standard Diplomacy rules apply. Players are allowed to communicate privately only with players that they are adjacent to on the map. Otherwise, communication takes the form of brief public or broadcast press, published simultaneously for all players and which all players can read. http://devel.igo.org/DipPouch/Zine/W1995A/Schwarz/Touch.html
This variant can be played with the standard map as well as a variety of other maps. Each player is given two special abilities that affect play in different ways. Examples include "Extra Petrol" which allows one unit each season to move an extra space, and "King" which allows one unit each season to be designated as having double strength. Aside from these abilities, standard Diplomacy rules apply. http://www.geocities.com/Colosseum/Field/6461/RulesVainRats.html
This variant is designed for a large number of players, divided into seven teams with a captain, each representing one of the great powers. The rules are written for a specific group of players but can easily be adapted to any group. Units are ordered based on the result of a voting system. http://www.spoff.demon.co.uk:80/variants/vote.htm
This variant is played on the standard map. Players are allowed to conduct negotiations before the initial builds. Neutral supply centers are garrisoned with units. Each turn, players may submit orders for neutral units, which will follow the most popular order if there is one. http://devel.igo.org/DipPouch/Online/variants/woe.html