Diplomats · faction overview

Every battle begins with a choice.

Diplomats turn impending battles into negotiations. Proposals give the opponent a choice: accept a deal and avoid the fight, or refuse and face the consequences.

Victory
Run the Gauntlet or complete the Peace Treaty
System
Influence · Proposals
Leaders
Ambassador · Senator

At the table

How the Diplomats play.

Diplomats do not avoid Gauntlet's battles; they make every battle politically expensive. A Proposal can resolve the conflict peacefully or make refusal create leverage for the Diplomat.

Offer meaningful choices

When a battle is about to happen, a Proposal can turn it into a choice: accept a deal, or refuse and fight.

Make refusal matter

Influence gives your negotiations weight. A well-timed Proposal can reward acceptance or make saying no increasingly uncomfortable.

Build legitimacy

Successful Proposals can become ratified Treaty Articles, giving you visible progress toward a Peace Treaty while the territorial game continues.

Signature system

What makes the faction different.

01

Influence

Influence is the political capital behind your Proposals and other faction effects. Spend it carefully: it supports both negotiation and tactical leverage.

02

Proposals

Each Proposal frames a different bargain. Some are tempting to accept; others are valuable because refusal creates pressure or opens the door to imposition.

03

Ratification

Accepted or successfully imposed Proposals can become Treaty Articles. Six different ratified Proposals complete the Peace Treaty.

Victory

How the Diplomats win.

Run the Gauntlet

Diplomats can win through the normal territorial route, using settlements and political pressure to improve their position.

Peace Treaty

Build a Peace Treaty from six different ratified Proposals. Complete the Treaty to win.

Faction Leaders

Two ways to lead.

Each Leader uses the same Proposals and Influence, but approaches political risk very differently.

Ambassador leader artwork

Agreement, card flow, and settlement

Ambassador

“Words first. War last.”

The Ambassador rewards accepted Proposals with extra cards, letting successful diplomacy advance the Peace Treaty without starving the rest of your game.

Why it matters

The more often the opponent accepts your offers, the more card flow you gain. The Ambassador favors Proposals that are genuinely tempting rather than empty threats.

Senator leader artwork

Risk management, resilience, and imposition

Senator

“Procedure endures.”

The Senator can trade cards to protect Influence when a rejected Proposal ends badly, making bold negotiations less dangerous.

Why it matters

The Senator has more room to take political risks, but that protection costs cards. He rewards calculated pressure rather than reckless stakes.

Archetype and setting

An institution—and a method of power.

Diplomats represent courts, envoys, assemblies, councils, and the political networks through which recognition, agreement, law, and legitimacy become forms of power. The Ambassador works through negotiation, correspondence, personal trust, and relationships across jurisdictions; the Senator works through legislation, procedure, rhetoric, coalition, and institutional authority.

Leader inspirations: Ambassador — Benjamin Franklin, Thomas Jefferson, and Talleyrand: the cultivated envoy, negotiator, and political correspondent. Senator — John Adams, Edmund Burke, and the classical tradition of Cicero: the legislator and orator who exercises power through law, argument, and procedure.

Gauntlet takes place in an eighteenth-century powder-and-parchment world of competing provinces, chartered territories, autonomous cities, commercial possessions, and independent native nations. The six factions are institutional spheres that cross political and cultural borders: methods of exercising power rather than six countries or peoples.

Take the next step

Put Diplomats on the table.