How to Play Ambassadors, Diplomats and Spies

Social Deduction games became popular, starting in 1986 when Dmitry Davidoff of the U.S.S.R. created the first widely played game, under the name Mafia. Since, many variants of this game have been created and played by countless individuals. These games are considered to be more of a social game rather than a card game as the cards are usually secondary to the role-playing and attempts to determine the identities of the other participants. Many commercial and proprietary versions of this style of game have also since been published and are also very popular. The games essentially consist of a conflict amongst the silent majority and a smaller informed minority. As in many other games of this type, Ambassadors, Diplomats and Spies revolves around an exciting plotline:

In a foreign land a small, fledgling Nation has just gained it's independence. Shortly after the inception of this new nation, vast deposits of precious materials were discovered under the soil. As such, this small country quickly earned the attention of many other nations in the World, some with the expectations to exploit this new Nation and it's newfound resources. Ambassadors, Diplomats and Spies takes the player into the council chambers of this new Nation as representatives from other Nations vie for the political stability of this country. Will you be a Diplomat, trying to retain the sovereignty and vigor of this new Nation, or will you be a foreign spy, attempting to sway the balance of power for the advancement of your own Countries' agenda. Find out in this exciting game.

Ambassadors, Diplomats, and Spies is a variant of this style of game developed by the cats. As in most other games of this type, it consists of each player having a specific and secret role in which the other players generally are not aware of and, through the course of the game, will attempt to discover. This game is usually best for seven or more players (up to as many as 20). Before the game begins, one player should be pre-determined to be set as the Moderator of the game. This player will not receive a card or a special role during the game, but will instead oversee the proceedings of the game and will make all binding decisions during the game. The Moderator should usually be selected as a player who has played this or similar games before. If there is any disagreement of which player should be selected as the Moderator, the players can all draw a card from a shuffled deck, with the player drawing the highest card selected as the dealer. If the highest card drawn is tied with another player, these players should then perform a second draw amongst themselves to determine which of these players will take the role as the Moderator for the game. This should continue for any additional tied cards drawn amongst those players.

Once the Moderator for the game is determined, he would then randomly shuffle the cards to be used for the hand which will determine the hidden roles of each of the other players. The game only uses a small number of cards, one card for each of the participants (except for the Moderator). Each card represents a specific role. with the following chart showing the card and it's representative role:
Card DealtPlayer's Role During the Game
Single Digit Numbered Cards (2, 3, 4, 5, 6, 7, 8, 9)Ambassador
Face Cards (King, Queen, Jack)Spy
TenDiplomat
AceSpecial Investigator


The number of each type of card which should be included, for the best game balance, should be directly determined by the number of players (not including the Moderator). The following chart shows the number of each role should be added to the deck for specific numbers of players:
Number of Players (Excluding the Moderator)AmbassadorsSpiesDiplomatsSpecial Investigators
73211
84211
94311
105311
116311
126411
137411
147511
158511
168611
179611
189711
1910711
2010811
2111811
2211911
2312911
24121011

Who are the Ambassadors, Diplomats and Spies After the Moderator has created a deck consisting of the cards to be used, he then shuffles this deck and deals one card to each other player (excluding himself). Each player would then look at his individual card to determine his role for the game. He should ensure no other player sees his card (and thus knows his identify before the game begins).

The game is usually divided into a number of days, with each day divided into a night cycle and a day cycle, with different actions performed during each cycle. The game starts with the night cycle. To begin, the Moderator asks all the players to close their eyes and put their heads down on the table. It should be ensured no player can speak. Some players prefer to use blindfolds or other paraphernalia to add to the atmosphere of the game and ensure no player can see. In addition, all the players, during this phase, usually drum their fingers or hands on the table to help mask any sounds that might be made which could identify any player's identity.

Once all players have their eyes closed, the narrator then instructs all players with a Spy role to open their eyes. These players then all, after visually acknowledging each other, select any player to be deported. They do this by conferring among themselves silently using only hand gestures and other non-verbal communication. When they reach a decision they select one other player by pointing to that player. After this occurs, the Moderator instructs the Spies to close their eyes and put their heads down.

After this occurs, the Moderator then instructs the Special Investigator to open his eyes. This player then opens his eyes. This player then points to any player he suspects might be a Spy. The Moderator makes note of who this player pointed to and then the Special Investigator closes his eyes again and puts his head back down.

Next the Moderator requests the Diplomat to open his eyes. This player then opens his eyes and selects any player (by pointing at that player) to have Diplomatic Immunity for the day. The Diplomat could even select himself to have this diplomatic immunity. After doing this, the Diplomat then closes his eyes and puts his head down on the table.

Later rounds of the game After this, the day phase of the game begins. The Moderator thus instructs all players to then open their eyes and raise their heads. The Moderator then provides a summary of the night cycles events. He beings by announcing any players have been selected to be deported by the Spies. This player would then be required to drop from the game. However, if the same player selected for deportation was also selected for diplomatic immunity for that day he is not deported and remains in the game. A deported player who must drop may still remain at the table but should not participate in any way in the remainder of the game. The Moderator would thus announce a player who was deported or not deported due to Diplomatic Immunity. If the Special Investigator had selected a Spy, this player would be arrested and would be forced to drop from the game. Arrested players may remain at the table but take no further actions in the current game. If the Special Investigator selected a non-spy nothing is announced or occurs.

After the announcer summarizes the night's activities a discussion then begins amongst all the remaining players in the game while the Moderator presides. During this time the players may discuss the events that transpired and attempt to deduce what roles certain players might have. When the discussion advances to a point in which one or more players have a suspicion regarding a specific player being a Spy he may announce this. This accusation must then be seconded by one other player. The accusing players should also explain why they believe this player is a Spy. The accused player may also attempt to argue why he is not a Spy. The other players may also chime in arguing either way. Once the arguments have concluded, a verbal vote should then be taken and, if a majority of the votes indicate they believe the player is a Spy, that player is deported. He must then drop from the game and takes no further actions in the current game. However, if the vote does not receive a majority, the discussions continue. This continues until a player is eventually voted to be deported, at which time the day cycle ends.

Upon completion of the day cycle, the first full day ends and the next day begins, starting with a night cycle as in the previous day. The game continues in this manner day by day until a winning condition is reached. A winning condition can exist for either the Ambassador team (which includes the Special Investigator and the Diplomat) or the Spy team. If every Spy has been arrested or deported the remaining non-spy (ambassador) players are said to win. If, however, the number of Spies remaining in the game is greater then the number of non-spies the Spies are said to have won the game. At this stage, the players should then expose their cards to reveal their identities.


Variations and Optional Rules

Special Roles: One of the most common changes or additions by many players is the including of additional roles in the game. This is often done with larger numbers of players. The following are some of the roles that can be added to this game:
Additionally a number of changes to the existing roles or the gameplay is sometimes made, usually to add variety to the game for veteran players:

Diplomat Changes: When this variant is used, the Diplomat may never select himself for Diplomatic Immunity. However, if uncertain he may elect to select no player during that round to have diplomatic immunity. Alternatively, some players restrict this player from providing Diplomatic Immunity to himself every other round (starting with the first round).

Changes to the Special Investigator: Some players prefer to make changes to the Special Investigator type role. This usually consist of disallowing the Special Investigator from having a turn on the first day, but would then have a turn on each subsequent round (as long as he was not forced to drop from the game).

Multiple Investigators: Some players include additional Special Investigators. Thus, the Moderator would call each Special Investigator to open his eyes on his own turn (such that they would not be aware of the other players in the same role) and select a player they suspect to be a Spy. As normal, any Spies which were selected would be arrested, dropping from the game.

Spies from many Nations: In this variant, each Spy is from a different Nation. Thus, there is no specific night phase for the Spies. Instead, during this portion, all the players including the Spies, would close their eyes and put their head down on the table. The Moderator would then name each person around the table, and if a Spy wants to select that individual for deportation during that round, he would raise his hand. The player with the majority of votes (including another Spy) for deportation would then be deported during the day round (unless receiving diplomatic immunity). If there is a tie for most votes, no player is deported this round.

Team Spies: In particularly large groups (20 or more participants), some players prefer to actually modify the game to include two distinct set of Spies (in addition to the standard roles). In this variant, each team of Spies works independently of the other and are not allied with the other team of Spies. Each team of spies (such as Spy group 1 and Spy group 2), would then be announced individually. Thus, in this variant, there are actually multiple distinct teams; the Diplomats, Spy Group 1, and Spy Group 2. The win condition for the Diplomats is the same, they must eliminate all spies. However, for a Spy group or faction to win, all members of the other Spy groups must have been deported or arrested and they must have the number of Ambassadors equal or less than the number of spies remaining. Thus, in this variant, each spy team would have a specific and distinct type of card to distinguish it from the other teams of spies. Each spy team would then have it's own independent turn during each round.

Three Players: Some players prefer to simplify the endgame for a situation in which the game currently has only three remaining active players, one spy and two Ambassadors. In this case, the conclusion of the game is determined by a handshake. Each player decides who he will shake hands with. There is usually a round of discussion before this is decided. If the two Ambassador team members shake hands, the Ambassador team wins. However, if the Spy shakes hands with an Ambassador the Spy team wins the game.

                     
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