Diplomacy Magazine From: loeb@geocub.UUCP (Daniel LOEB) Date: Mon, 18 May 1992 08:33:58 +0000 Issue #286 of Chapter Two of the Electronic Protocol By Daniel Loeb (loeb@geocub.greco-prog.fr) May 18, 1992 Distributed via: rec.games.pbm rec.games.board dipl-l (max50k) ------------------------------------------------------------- Electronic Protocol Games played on the Diplomacy Adjudicator ------------------------------------------------------------- **** TABLE OF CONTENTS **** PART ONE - Opinions, Letters, and Editorials: Summer is Coming Mindanao and Sober Startups European Zines Getting Histories Diplomacy Article Archives Service: Openings, Surveys, Questionnaires PART TWO - Summary of all moderated games on the Judge: For more info about the Judge For more info about the Electronic Protocol PART THREE - Report from the Battle Front Bataan - Voted E/G draw PART FOUR - "Diplomacy A-Z" (Version 2.0) - Part 3 ***** PART ONE ***** **** SUMMER IS COMING **** In case, you hadn't noticed, summer is coming. Usually that means lots of missing players. If you will be missing, please immediately tell your GM when. He will decide if the missing player should be replaced or if the game should be paused until Fall. If you will be around during the summer, please try to serve as a backup player. Look Judge's LIST for openings. If you don't find openings, consider making your availability known to one or two GM's by writing to them and/or signing on as an alternate in their games. If you are organizing a game, be sure to be clear about whether the game will run during the summer or not. Also, beware of taking needed players out of the reserve pool at this time. By the way, yours truly will be in the US for the month of June. EP Chapter 2 will pause during this time. However, the DPP test games will continue under the direction of my students. **** MINDANAO STARTUP **** From: Martin Brumm <marty@PC1504.CHEMIE.UNI-MARBURG.DE> now Luzon has filled up and some people asked me do do another Game. Ok here it is. Mindanao is now forming on the Judge. The deadline will be 48 hours for next move. No Press allowed. **** SOBER STARTUP **** From: Andre Verwey <andre@DUTEINF.ET.TUDELFT.NL> I have started a Machiavelli Game on the judge. Special to this game is that it is without loans, and without special units. So it is quite close to the normal Diplomacy games. The game is called sober. For more info about Machiavelli send a message : get info.machiavelli to the judge@u.washington.edu **** EUROPEAN ZINES **** Contact Martin Brumm <marty@PC1504.CHEMIE.UNI-MARBURG.DE> for the answers to last weeks question about Diplomacy zines (mostly German). **** GAME HISTORIES **** From: S9IK9@STARBURST.USCOLO.EDU is it possible to get old results of games on the judge? for example, I am currently playing in game math, and have lost the moves from spring 1902. how (if possible) would i be able to get them. they came in my mail as 'Results math sp 1902' or something like that. <DL: Try using the HISTORY game, and specify the dates (in real time) during which the missing moves probably came. Here is the documentation: HISTORY [game] [FROM date] [TO date] [LINES n] Retrieves the history information for the specified game for the time specified time period (in real time rather than game time). The history information is all the messages that an observer would have seen had he been signed on for the time period. The default period is 1 week ago to the present or 1000 lines whichever comes first. To get many turns' results at one time, contact your GM.> **** DIPLOMACY ARTICLE ARCHIVES SERVICE **** Mark Nelson <amt5man@ecusun.leeds.ac.uk> maintains a fairly large list of Diplomacy Articles. I would like to see as many of them as possible permanently archived in Electronic form. Please write to Mark and request the articles that you are willing to type into your computer. Send the articles to me and I will print them in EP Chapter 2. People in North America can have material in return for subs to North American zines. (Mark's choice). On other continents, contact Mark for more information. In the next several issues, I will present parts of the DAAS catalog. *** OPENINGS *** Code Title, Author (Date, Length in pages) ---- --------------------------------------- O1 The Juggernaut, Mark Nelson, 1987, 4 O2 Openings survey for 1985, Richard Sharp, 2 O3 Popular Openings, John Wilman, 4 O4 1986 Openings Revisited, Iain Bowen, 1988, 1 O5 Diplomacy Openings, Mark Nelson, 1988, 3 O6 Game openings revisited, 6 O7 The English Channel Paradox, 1 O8 The Sealion opening, John Dodds, 1 O9 Further considerations on the "Von Metzke Blitz," Rod Walker, 1988, 2 O10 Het Redelijk Alternatief, 3 O11 The Juggernaut, Richard Egan, 5 O12 A response to "Tactics of Offense and Defense II", Mark Berch, 2 (original article was on A-R vs. T alliance) o12 On facing a supported French attack into Burgundy in Spring 1901, Mark Berch, 1977, 2 (See also the last 7 issues of EP Chapter 2) *** POLLS AND QUESTIONAIRES *** Code Title, Author (Date, Length in pages) ---- --------------------------------------- PO1 The Gladys Awards, John Piggott, 2 PO2 The Gladys Awards 1988 (voting sheet), 1 PO3 The Runestone 1988 pool (voting sheet), Bruce Lindsay, 1 PO4 The Gladys Awards 1987 (voting sheet), 1 PO5 Polls: A collection of major poll results in the UK Hobby from 1974-1987, 4 PO6 The Diplomacy Player Poll, Peter Northcott, 1983, 1 PO7 Zine of the Year 1989, Jan Niechwiadowicz, 1989, 2 Q1 The Postal Editor's Questionnaire for 1988, Jan Niechwiadowicz, 2 Q2 The Postal Gameplayer's Questionnaire for 1988, Jan Niechwiadowicz, 2 (See also the last issue of EP Chapter 8 for info on Runestone 1992) ***** PART TWO ***** Monthly update in the next issue, meanwhile ... **** FOR MORE INFO ABOUT THE JUDGE**** For X: Send Y to JUDGE@U.WASHINGTON.EDU: ------ --------------------------------- (*QUESTIONS ABOUT A CERTAIN GAME*) More detailed information about a game: LIST <name-of-game> History of a game: SUMMARY <name-of-game> Regular updates for a certain game: OBSERVE <name-of-game> <password> Copy of variant rules: GET INFO.<name-of-variant> or GET PRESS or GET GUNBOAT (*GENERAL QUESTIONS*) General information HELP Update of the list of games above LIST More detailed list LIST FULL To be informed of all game changes OBSERVE CONTROL <password> Default house rules GET EP.HOUSE.RULES Other information: Contact me (loeb@geocub.greco-prog.fr) or Ken Lowe (jdr@u.washington.edu) or your game master (see list below) **** FOR MORE INFO ABOUT THE ELECTRONIC PROTOCOL **** To solve Email problems, contact one of the email wizards: swb@ccwf.cc.utexas.edu, andre@hern.stonemarche.org eisen@cs.jhu.edu, eisen@jhuvms.bitnet, or wcw27974@uxa.cso.uiuc.edu For back issues: Contact the archivists, jlitvin@swtec1.intel.com/John Litvin, or nick@sunburn.uwaterloo.ca (Nick Fitzpatrick) or Anonymous FTP from 137.248.151.12, directory: /pub/incoming/Ep-chapter Other information: Contact Eric Klien (eric_s_klien@cup.portal.com) ***** PART THREE ***** **** BATAAN VOTED ENGLAND/GERMANY DRAW **** From: dmb@bigd.cray.com (Dave Bowen) The 1898 game Bataan ended with a voted E/G draw. I'm enclosing the end of game summary for your info. I've asked the players to send their end of game statements to me or directly to you for inclusion in Chapter 2. [DL: Note that the winning alliance here controls less than half of the board. Summary of game bataan through F1907B. Master: David M. Bowen dmb@bigd.cray.com Austria: Niklas Persson t89npe@bellatrix.tdb.uu.se England: Scott Boland scottb@cs.utexas.edu France: J Ricksher Murphy murphy@newton.urich.edu from F1901R: Bill Kirby wkirby@leland.stanford.edu Germany: James Codik Jim.Codik@EBay.Sun.COM Italy: Bob Koester from F1899M: Julian West west@geocub.greco-prog.fr from F1903B: Nigel Kernick n0kernic@teaching.cs.adelaide.edu.au from S1904M: Julian West west@geocub.greco-prog.fr Russia: David Wiseman dwiseman@erim.org Turkey: James M. Jordan JMJ@GROSSC.GSFC.NASA.GOV Historical Supply Center Summary -------------------------------- Ven Nap Edi Lvp Par Por Bel Mun Ber Swe Stp Mos Con Smy Rum Ser Vie Year Rom Tun Lon Bre Mar Spa Hol Kie Den Nor War Sev Ank Bul Gre Bud Tri 1898 . . I . E . . F . . . . . . . G . . . . R . . . . . T . . . . . . A 1899 . I I . E E . F . F . . . . . G G . . . R . . R T . T . . . . A . A 1900 . I I . E E E F F F F . E G . G G G . R R . . R T T T A R I A A . I 1901 I I I I E E E F F F F F E G G G G G G E R R R R T T T T R A A A I A 1902 I I I I E E E F F F F F E G G G G G G E E R R R T T T T R A A R I I 1903 I I I I E E E E F F F F G G G G G G G E E R R T T T T T R T I A R I 1904 I I I I E E E I F F F F G G G G G G G E E G E T T T T T R T I R R I 1905 I I I I E E E E F F F F G G G G G G G E E G E R T T T T R I I R G I 1906 I I I I E E E E E F F F G G G G G G G E E G R T T T T T R I I R G I 1907 I I I I E E E E E F F F G G G G G G G E E G E T T T T T T I T R R I History of Supply Center Counts ------------------------------- Power 1898 '99 '00 '01 '02 '03 '04 '05 '06 '07 Player Austria 1 2 3 4 2 1 Niklas Persson England 1 2 4 5 6 6 6 7 7 8 Scott Boland France 1 2 4 \ J Ricksher Murphy 5 5 4 4 4 3 3 Bill Kirby Germany 1 2 4 6 6 7 8 9 9 8 James Codik Italy 1\ Bob Koester 2 4 5 6 6 7 7 7 6 Julian West Russia 1 2 4 5 5 4 3 3 3 2 David Wiseman Turkey 1 2 3 4 4 6 6 4 5 7 James M. Jordan Index: 1 4 14 24 25 27 30 31 31 32 Index is the sum of squares of the number of supply centers divided by the number of players. It is a measure of how far the game has progressed. ***** PART FOUR ***** **************************************************************** * A DIPLOMACY A-Z <VERSION 2.0> A DIPLOMACY A-Z <VERSION 2.0>* **************************************************************** Part 3 (G-L) GAMBOLE STUNT (1) <MB:Jun80> A curiosity opening whereby France opens A(Mar)-Spa, and then is convoyed to Kie by French, English and German fleets. GAME DELAY (1) <MB:Jun80> These are not rare, and are a good reason not to tell any secrets until the zine actually arrives. GMs vary widely on what type of requests will produce this. These include player illness, vacation, or delay of delivery of the zine. Some GMs will automatically delay the game if the NMR rate is too high. GAME OF DIPLOMACY, The (1) <MN:Jan92> One of only two books on Diplomacy to be commercially published. Published (I believe) in 1978, it quickly went out of print, it has been an item of desire ever since. These days several hobbyists are offering photocopies of the book for sale. Whilst every Diplomacy fan should certainly have their own copy of this book, it has dated and many would argue that the book is not very well balanced and presents a distorted picture of the game. GAME REPORT (1) <MB:Jun80> This gives the Supply Centers held for each country, the players for each country with their dates, GMs and zines, and the game's outcome. Usually printed when the game ends and is reprinted in Everything or The New Statsman. GAMER'S GUIDE TO DIPLOMACY, THE (1) <MB:Jun80> Written by Rod Walker for Avalon Hill, it is a 36-page professionally printed booklet, covering virtually all aspects of the game and hobby. Well organized, it reflects Walker's personal view of Diplomacy. Detailed review in DD 14/15. (2) <MN:Apr92> The second edition is dated March 1979 and is still available in the States direct from Avalon Hill. Much of the material in this book really describes how Diplomacy was played in the 1960's. Other parts are rather idiosyncratic. However, every American Diplomacy player should own a copy! GAMES & PUZZLES (1) <MN:Jan92> UK prozine which ran throughout the 1970's running many articles of Diplomacy and postal gaming and giving the postal hobby much needed publicity. Something of a collector's item these days. GAMES RESEARCH INC (1) <MB:Jun80> A small game company that bought Diplomacy from Calhamer after he was unable to successfully market it for himself, and later sold it to its present owners, Avalon Hill. Aside from putting the flyer in the dippy sets, GRI had no role in the postal hobby, though they briefly "sponsored" Diplomacy World. GASCONY OPENING (1) <MB:Jun80> The pro-German A(Mar)-Spa, A(Par)-Gas, F(Bre)-MAO. This denies France any say in Belgium, allowing him a self-standoff in Mar or in Bre if there are units in Pie or ENC. It does give France the ability to take both Iberian builds and still have the fleet free to enter English or Italian waters in F01 or S02. The drawback is that the armies will be holed up in Iberia in W01, and will take a while to return to action. GENCON (1) <MB:Jun80> A wargaming convention which has hosted DipCon (1977), sponsored by SPI, Inc, usually in the summer in Lake Geneva, Wisc. GENERAL ORDERS (1) <MB:Jun80> Player's instructions to the GM on how to create substitute orders in case of NMR. If permitted (not all GMs will bother, or approve) the HRs usually will describe what they must have. GMs often assign the task of translating these into actual orders to an outsider, to avoid the appearance of being involved in the game. GENZINE (1) <MB:Jun80> A zine which is devoted to dippy but runs no games. Examples include Diplomacy Digest, Diplomacy Review, Utopia, Ltd, Diplomacy World and The National. Sometimes used more narrowly to include only those zines with a general discussion of Diplomacy matters, thus excluding more specialized zines like Everything and U.S. Dollars. GERMAN ATTACK (1) <MB:Jun80> Any Russian opening based on A(War)-Sil. This usually only makes sense as a part of a blitz, or if the players are fairly certain that Germany will be opening anti-Russian. GHOSTZINE (1) <MB:Jun80> Zines which are planned, talked about, etc but which never actually appear (or just have a preliminary issue). Examples include Black Emerald, Overstop and Pressgang. GLASCON (1) <MB:Jun80> A large west coast gaming convention (LA) that hosted DipCon in 1978. GLOBAL VARIANT (1) <MB:Jun80> One whose map embraces the entire planet. Usually the left and right sides are connected or overlap so that the map is actually a cylinder. Examples are Holocaust, Mercator, 2001, Colonia, Small World II. GOOD-BYE-CHARLIE (1) <MB:Jun80> A method of handling S01 NMRs in which the offender is immediately expelled and a new player brought in, and the S01 deadline reset. Commonly used in British no-standby games. GREY PRESS (1) <MB:Jun80> Press that is labeled as coming from a particular place (e.g. datelined Switzerland or Malta). Allows press to be anonymous. GROUP GAME (1) <MB:Jun80> A game in which some or all of the countries are played by groups of people rather than one person. One example is 1977JB in the zine W&G Bank DipClub, with different branches playing different countries, and the "computer section" playing Turkey. GUERILLA BUILD (1) <MB:Jun80> A variant rule permitting players to build in any of their open home centers, even if owned by another. Adds some fluidity to the game. GUEST GM (1) <MB:Jun80> Someone who runs a game in another's zine, usually using the host's HRs. This permits someone to try his hand at gamesmastering without the full commitment of publishing, and permits the editor to expand the number of games without as much extra work, especially if the GM prepares the stencil. Disadvantages include a generally shorter deadline, divided authority over the game, delays if the GM does not get his report in, and possibilities of GM-editor confusion and conflict. Zines which have used GGMs extensively include Claw and Fang, The Mixumaxu Gazette and Dragon and Lamb. GUNBOAT DIPLOMACY (1) <RE:89-90> A variant of DIPLOMACY played without the intervals between seasons for discussion - hence DIPLOMACY without the diplomacy. An almost purely tactical exercise, it not only emphasizes appreciation of the game mechanics as against the players' communication skills, but also allows a face-to-face game to be played to the finish within a relatively short time--perhaps a couple of hours. For this reason, Gunboat Diplomacy once achieved some popularity in gaming clubs and, evidently, American conventions, but these days it's more widely known as a postal game in which the GM does not publish the identity of the players (though some GMs allow communication through the press between players, and in some cases go so far as to permit a pre-Spring 1901 season of press before the game starts). (2) <MN:Jan92> In postal play Gunboat is often run as a "Round Robin" Tournament in which the seven players play in seven games, one as each power, simultaneously. This enables the players to be ranked in order as all-around tacticians, and overcomes the weakness that some countries have in Gunboat. Face-to-face Gunboat takes 3-4 hours. It's worth noting that in 1980 the term wasn't widely used and this variant was not mentioned in Mark Berch's "Lexicon of Diplomacy" (qv). Gunboat became very popular in the US postal hobby in the 1980's (interest has now declined) with many games and Round-Robin Tournaments started. I believe that the number of gamestarts was over 100. The popularity of this variant stems from the laziness of most players who would rather play in a game with no diplomacy and the fact that this variant requires no special effort on the players' part to set up a map. HALF-ANNIHILATION (1) <MB:Jun80> A tactical ploy in which two units are dislodged, but each of them has only one retreat square, which is the same for each, meaning that (at most) only one unit will survive. HALL OF FAME (1) <MB:Jun80> Larry Peery's proposal, never implemented, with an elected committee to supervise, and entrance is via appointment. HANDBOOK (1) <MB:Jun80> A large (50+ page) collection of articles both original and reprinted. The 1974 (John Boyer), 1975 (Edi Birsan), 1973 (John Boyer), 1977 (Greg Costikyan) and Publisher's (Lakofka, 1976) Handbooks were all sponsored by the IDA. Only the last two are still available. HARD-CORE (1) <MB:Jun80> A label applied to a certain segment of the British Diplomacy hobby establishment. There is no generally agreed-upon definition, but they tend to be highly articulate, with heavy dippy involvement, usually publishers, highly social, and not given to playing the game FTF, even at cons. Classic examples are John Piggott, Pete Birks, Richard Sharp and Mick Bullock. Opposite is softcore. HEADLINE (1) <MB:Jun80> A brief commentary by the GM placed directly before the moves, generally designed to entertain, inform, and grab the attention of the non-player. The opinions are occasionally inaccurate, sometimes deliberately so. A small touch that adds to the liveliness of the zine. One master of this form is Rod Walker. HEDGEHOG (1) <MB:Jun80> A(Vie)-Gal, F(Tri)-Ven & A (Bud)-Ser/Rum. This is designed to deal with the I-R attack, and generally bespeaks an alliance with Turkey. With the Serbia option, barring German intervention, Austria is certain of a build, although he has a greatly reduced chance of two. As such it is the reverse of the all-or-nothing approach of the Balkan Gambit. (2) <RE:89-90> Named coined in 1975 by Richard Sharp for the Austrian opening, F(Tri)-Ven; A(Vie)-Gal; A(Bud)-Rum - perhaps the most famous of all Diplomacy openings. Through his subsequent book, "The Game Of Diplomacy", Sharp popularized the now classic A(Bud)-Ser variation, dubbed "The Southern Hedgehog", which has since become one of the two most common openings for Austria. The aim is to afford Austria, so often the first player eliminated from the game, complete protection against early attacks by Italy and Russia, whilst the Southern version also ensures a fourth supply centre, in Serbia, with the possibility of supporting A(Gal)-Rum in Autumn. The moves to Gal and Ven, through superficially speculative, are of largely defensive intent, standing off the likes of A(War)-Gal and A(Ven)-Tri (or, still worse, A(Rom)-Ven, following up A(Ven)-Tyr) - like the Hedgehog, says Sharp, this opening is "ferocious in appearance but cowardly at heart, hence the name". HELL (1) <HR:Apr92> There is a special place in Hell reserved for Diplomacy players. It's called carebearland. Everyone is forced to play cooperative games, with no lying, cheating, double-dealing or backstabbing allowed! HEY BRESTO (1) <MB:Jun80> Richard Sharp's peculiar plan for an E-F attack on Germany which begins with England taking Brest, to keep France from building fleets against her. HIDDEN MOVEMENT VARIANTS (1) <MB:Jun80> Those which obscure from a given (or all other) some or all of the other players' moves. The games vary according to when you are given some particular information, what type of information you get, and how you get extra information. Examples include: Fog of War (Nurse), STAB! (Evans), Diplomyopia (Hemming), Kriegspiel (Tretick), and a wide variety of "blind" games. Analogous to the chess variant Kriegspiel. HIGH COMMAND (1) <MB:Jun80> Francois Cuerrier's press byline in Passchendaele; used for answering letters. HOAXZINE (1) <MB:Jun80> A fake issue of a zine, done to confuse and entertain (for when it's done to influence a game, see phony readjudication). The best known and possibly the cleverest was of Moeshoeshoe, done by Conrad von Metzke, but other have existed for Janus, Fifth Column, Jigsaw, Runestone, Passchendaele, The Diplomat (the first hoax of another's zine, done by Rod Walker), Fol Si Fie and several of Volkerwanderung. Even nonexistent zines have been hoaxed (Barker). HOBBY, The (1) <MN:Apr92> A term used mainly in the UK to denote the people that play postal Diplomacy and the zines that they play it in. In fact many Hobby members play games other than Diplomacy and there are zines in the Hobby which do not run Diplomacy, and a couple that don't run any games at all! There are zines and players which are not members of the Hobby. Confused? Deciding if a zine/person is in the Hobby or not is a tricky business. Broadly speaking if a zine trades with other Hobby zines and carries Hobby news then the zine is in the Hobby (if it isn't then it is either a fringe zine or nothing to do with the Hobby). And if a player plays/reads Hobby zines then he/she is a Hobby member. Some people (myself included) like to draw a distinction between "the hobby" and "The Hobby" (note the capitals!). Here the hobby refers to the zines and people, whilst The Hobby refers to a smaller subsection of the hobby: those zines that carry a heavy concentration of Hobby news, reviews of other fanzines and are more aware of their fannish heritage. You might well wonder why people like to draw up these distinctions and whether it really matters. Well, that's The Hobby for you. HOLCOMB LINE (1) <MB:Jun80> A practical stalemate line of A(Bur), A(Ruh) and A(Kie) to hold the west, normally French in coordination with the English. 5 or 6 fleets needed in the south. HOOSIER ARCHIVES (1) <MB:Jun80> The hobby's most complete archives, founded by Walt Buchanan. It is based primarily on trades for the zines Hoosier Archives, and later DW, and on Walt's ability to talk people leaving the hobby into giving him their zine collections. Walt holds the 1963-May 1978 material; later stuff is in the Orchives (qv). HOUSE OF GAMES (1) <MB:Jun80> Publisher of Diplomacy in Canada, under license from Avalon Hill. HOUSERULES (1) <MB:Jun80> The GM's description of how his games will be run. Typical items: Format for orders, unordered units, conducting votes, dealing with errors, NMRs, disputes, Rulebook ambiguities and overrides, special play (codewords, joint orders, etc), press, and deadline strictness in general. The clarity and completeness of the HRs plus the GM's faithfulness to them are a good measure of his commitment, as they give a prospective player a good idea of how the game will be conducted. Some GMs don't use them, and seem to get by in many cases. HRs (1) <MN:Feb92> Common abbreviation for Houserules. HURST TOURNAMENT SCORING SYSTEM (1) <MB:Jun80> Tom Hurst's system has a player's score for a round as A - B where A is his final SC total, and B is the average of all players with that country. For the tournament, the players' scores on each round are averaged. There are no wins or draws, and players are free to exceed the 18 center total (Eggnog #43). HYPERSPACE VARIANTS (1) <MB:Jun80> These allow certain provinces which are not physically adjacent to be treated as if they were. Usually the pattern of links changes with the seasons of the year. This would be a fine game for the proponents of Scatter Theory (qv). See Twin Earths for a related idea. IBERIA (1) <MB:Jun80> The southern edge of the French Empire, usually Por, Spa and Mar and occasionally Pie. Although strategically linked, they can become unlinked, as there are stalemate lines which cut across Iberia. IDA (1) <MB:Jun80> See International Diplomacy Organization. ILLYRIAN OPENING (1) <MB:Jun80> The Italian moves for S02: F(ION)-ADR, F(Nap)-ION, A(Ven)-Tri. Even if A(Ven)-Tri fails, F02 gives the choice of (1) F(ADR) SA(Ven)-Tri, F(ION) CA (Tun)-Alb, or the less aggressive A(Ven) S & F(ION) and F(ADR) CA(Tun)-Tri, or the primarily positional (3) F(ADR) S & F(ION) CA (Tun)-Alb, if Tri looks too secure. The point here is that a Lepanto start in 1901 does not preclude an attack on Austria as early as S02. IMPOSED DRAW (1) <MB:Jun80> Most GMs give themselves the right to impose a draw. What is generally required is 3 or 4 years without SC changes, and the inability of anyone to propose to the GM a way of breaking the stalemate line. The purpose is to avoid one side just waiting for the other side to NMR and to avoid a perpetual game. IMPOSSIBLE ALLIANCE (1) <MB:Jun80> An alliance which, it is said by those who do not know better, can not work. The usual examples are A-T, E-R and A-I. There are no impossible alliances. INDEPENDENT ZINE (1) <MB:Jun80> In Britain, a zine not under the NGC or BDC umbrella. Best known have included Lemming Express, Ethil The Frog, Bolshevik Star, Our 'enry, Bellicus, Chimaera. INFANTICIDE (1) <MB:Jun80> The act of murdering a game while it is still in the crib. A classic example was 1975FX. When the GM learned after S01 that the Italian player was no longer interested in the game, rather than bringing in a substitute player, or using CD, he disbanded it. IMPERSONATION OF THE GM (1) <MB:Jun80> It is (1) uncertain whether this constitutes deception of the GM and (2) whether the GM has the right to foil a player's diplomacy by revealing that he has been impersonated. See Phony Readjudication (qv). INCOMPLETE ORDER (1) <MB:Jun80> See Unexpressed move. INLAND FLEET (1) <MB:Jun80> The building of, e.g F(Vie). A case for this is sometimes made on the basis that there is nothing in XIII.2 to forbid it. However VI.2 second sentence, pretty much rules it out, and GMs in general do not permit it. INSTITUTE FOR DIPLOMATIC STUDIES (1) <MB:Jun80> Larry Peery's outfit that produced Xenogogic, a zine of Diplomacy and gaming and general politics. Other products include the Novice Seminar Program, and "Strategy and Tactics of Postal Diplomacy". INTERIOR ALLIANCE (1) <MB:Jun80> The triple alliance of A, I and G. The theory is that unless the interior countries stick together, they will be crushed by outsiders, since the fall of any of the three weakens one or both of the others. Although joint military action is desirable, it is often secondary to precipitating fights among the outer powers. Special controls over Tyr are used. See Anschluss. INTERNATIONAL ATTACK, SUPPORT, or CONVOY (1) <MB:Jun80> Any of the mentioned maneuvers where units of more than one country are involved. INTERNATIONAL DIPLOMACY DIVISION (1) <MB:Jun80> Buddy Tretick's unsuccessful Diporganization, founded in 1970. INTERNATIONAL DIPLOMACY FEDERATION (1) <MB:Jun80> Founded by Conrad von Metzke, in 1966, it was dead before the 60's ended. INTERNATIONAL DIPLOMACY ORGANIZATION (1) <MB:Jun80> This was organized by Larry Peery and Walt Buchanan as a breakaway from the TDA (qv). In its time, it sponsored five handbooks and some DipCons, provided some financial help to service organizations, and sponsored some Novice zines. But in the later 1970's, it turned from its original goals as a service organization to a debating society, and later became entirely confined to internal bickering. INTERNATIONAL GAME (1) <MB:Jun80> A game in which each player lives in a separate country. These usually feature much longer deadlines (e.g. 1976IP, 8 weeks). Rule is often not strictly enforced, e.g. permitting one from east and west costs of, say, Canada. INTERNATIONAL GAMES CLUB (1) <MB:Jun80> Appears to be the same as National Games Club. Now defunct outside of Britain. INTERNATIONAL SUBSCRIPTION EXCHANGE (1) <MB:Jun80> Designed to save the cost of Money orders, it facilitated the exchange of subs across the ocean using a central account. Kept on the US end for many years by Edi Birsan. Now defunct. INTERNATIONAL VARIANT ASSOCIATION (1) <MB:Jun80> Another of Robert Sacks' variant associations, supposedly to coordinate with the DVC. Details in DW #19. Now defunct. INTERNATIONAL VARIANT COMMISSION (1) <MB:Jun80> An outfit that sponsors awards, advises the Miller Number Custodian and arranges for Variant News to be printed in DW. Headed by Bob Sacks. INTER-ZINE DEADLINE SYSTEM (1) <MB:Jun80> A format in which the games are run on a regular basis with their own deadlines, and the main zine appears at less regular intervals, and may reprint the games from the flyers on which they were run. Spirit of the Age and Brutus Bulletin are two examples, the latter using games on deadlines as short as 7 days. INTIMATE DIPLOMACY (1) <MB:Jun80> The most popular and sensible 2-player variant ever created. Players each select one country and get a pile (e.g. 20) of credits (the size depending slightly on the desirability of the country). These credits are used to bid for the use (for one game year) of the units of each of the other five countries. The auction style varies depending on whether the game is played postally or Face-to-Face. After each year, funds are replenished by giving additional credit for each SC held in winter, and a new auction is held for the next year. Game end is seizure of one of your opponent's home centres. This is an excellent way to kill time waiting for others to show up, or for teaching newcomers the mechanics of the game. Created by Adrian Baird, Steve Doubleday, Greg Hawes, and revised by Steve Wyatt. The three player version is called Tadek Dip. INVITATIONAL GAME (1) <MB:Jun80> Game in which entry is by special invite from the GM (occasionally organized by one of the players. See e.g. 1980AN). See Demo Game (qv) and Restricted Entry Game (qv). IONIAN GAUNTLET (1) <MB:Jun80> Edi Birsan's take-charge opening for Austria: F01 A(Ser)-Gre, A(Tri/Bud)-Ser, F(Alb)-ION. This gives Austria a more forward position for S02, at the risk of losing Gre. ITALIAN ATTACK (1) <RE:89-90> One example of the many fully committal attacks that can be launched in Spring 1901, in this case by Austria on Italy. As such it is a suitable contrast with the Hedgehog opening, involving F(Tri)-ADR, A(Bud)-Tri and A(Vie)-Tyr. If Italy opens with A(Rom)-Nap, he's lost Venice - though the Balkans are for Russia and Turkey to carve up. This opening is invariably popular with Turkey, Italy's perennial rival in the Med, but is usually regarded as one of the more "bizarre" openings. Still more "bizarre" are the likes of the "Beaujolais Nouveau" mentioned in a very early Vienna but never used (it's a French opening: all three units are ordered to Gascony in Spring 1901), and Denis Jones' "Yorkshire Pudding" (qv) opening for England along similar lines (F(Lon)-Yor, A(Lpl)-Yor, F(Edi)-Yor). I believe that Denis has excelled by actually using this opening once or twice. ITALIAN SHUFFLE (1) <MB:Jun80> The opening A(Ven)-Pie-Tyr, A(Rom)-Ven-Tri. The point is to confuse/delay France, while delaying the attack on Austria for a season, allowing Italy the chance to see if the diplomatic and tactical position is right, and to persuade Austria that he is friendly. The risks are that (1) The failure to attack Austria right off may antagonize Russia or Turkey, (2) by violating Pie without disabling France you have stirred the hornet's nest without setting it afire. IRREGULAR (1) <MB:Jun80> A label attached to a game by the BNC indicating that the game does not meet certain minimum standards. Typical grounds include a player closely related to another player or GM, two players at the same address, beginning with fewer than seven players, mass resignation or CD and gross GMing improprieties. Traditionally, ratingsmasters have not rated irregular games. JAMUL (1) <MB:Jun80> Conrad von Metzke's press byline, possibly the first such consistent use of a press byline in the hobby. Used especially when he was the GM. JERK AROUND (1) <MB:Jun80> A player who is being compelled to do something by threats of another, when those threats cannot be carried out, is being jerked around. The jerkee may be cognizant of this, trying to lull the jerked into a false sense of security. JOINT ORDERS (1) <MB:Jun80> The placing of orders of two different countries on the same sheet of paper. Some GMs will not accept these; most do not address the issue in their HRs. As they can easily be countermanded, they should not be relied on except when you can trust your ally. JOKE ORDERS (1) <MB:Jun80> A form of press appearing in the orders. May involve word play (A(Rum(i-nates))), game commentary (A(Tri) notes that the game is drawn and wishes France would too) anticipation of what is to be (F(LYO) scuttles itself), nonexistent units (A(Ford) stumbles) or whatever. The order is usually treated as Hold, but a few GMs will not permit such a unit to receive support or retreat. JONES, DENIS (1) <MN:Apr92> A member of the British hobby since the mid 1980's who has published two different zines at different times (neither of them having critical acclaim). A personality who often goes to Cons and Housecons. Went to WDC II, where many Americans were unable to understand his London accent, exclaiming that he didn't speak English but another language. Cause of a minor incident at WDC (which we won't go into). Also known as the originator of "The Yorkshire Pudding" (qv). JUDCOM (1) <MB:Jun80> An IDA advisory committee to the Ombudsman, used primarily by John Leeder. It is the predecessor to the CDO's Ombudsman's Advisory Committee. JUDGE (1) <DL:Apr92> The Washington Diplomacy Adjudicator is a computer program written by Ken Lowe. It accepts electronic mail from all over the world via the address judge@u.washington.edu (.) Started in 1988, it ran only a few local games at the University of Washington. It now runs about a hundred games at a time. It is equipped to handle most of the standard variants. It can function with or without the intervention of a human GM. Its major advantages over human GMing are: - the production of instantaneous error-free reports, - the immediate publication of all kinds of press (black, white, grey) no need to wait until the next set of results come out, or to remember complicated addresses, - automatic game archives. Most of the games on JUDGE are recognized by Chapter Two of the electronic fanzine ELECTRONIC PROTOCOL See also EMAIL, DIPLOMACY ADJUDICATOR. (2) <MN:Apr92> Obviously (?) `major variants' here refers to those, few, variants which have been played by email. JUGGERNAUT (1) <RE:89-90> The notorious and widely-feared Russo-Turkish alliance, also nick-named the "Steamroller", which -if unmatched by an understanding between most of the other players - can be expected to prove almost unstoppable. In the classic juggernaut, Turkey throws himself whole-heartedly into expansion through the Med, whilst Russia, with no worries about his Southern Flank, rolls across the European mainland. However, the very strength of the alliance tends to be its undoing, as most Diplomacy players recognize it as a threat and are prepared to unite to stop it: alliances like the Anschluss (qv) are often intended as a warning to Russia to steer clear of an aggressive alliance with Turkey. Consequently, Russo-Turkish alliances will often be disguised by an arranged stand-off in the Black Sea, a now traditional feature of the partnership. Another failing of the alliance is the widespread belief that Russia tends to reap the greater profit, gaining access to supply centres from Scandinavia and England through Germany and Austria to the Low Countries, whereas Turkey is geographically restricted to the Balkans, Austria, Italy and Tunis - and perhaps, at a later date, Marseilles, Spain and Portugal; this encourages Turkey to stab his ally at an early date, in turn undermining Russian faith in the alliance. With other powers invariably fostering this distrust through their diplomacy, a successful Juggernaut has now become a rare thing. JUST'S RIGHT HAND RULE (1.0) <MB:Jun80> Some GMs require retreats along with the orders, and if no legal retreat order is provided, will use this one. The unit is retreated to the province immediately to the right of the "front" of the attacker and the defeated unit. If that is closed, go left, then second closest right, etc (viewed from North). JUTLAND GAMBIT (1.0) <MB:Jun80> Birsan's opening for Germany which delays the choice of first victim until S02: F(Den)-SKA, A(Kie)-Den, A(Ruh)-Hol. Note that Germany writes off Bel entirely, but is a little less vulnerable to a double cross in the north. KAMLAG (1) <MB:Jun80> Distributors of Diplomacy in Belgium. KARMA LEAGUE (1) <MB:Jun80> An informal group of British players whose members agree to honour all treaties with fellow Karmans, and not to attack each other's homelands, at a minimum. Sometimes the players agreed on draws, other times they fought it out to a win. Membership was not fixed; apparently others could join, at least during some periods of time, just by announcing their allegiance to the plan. Considerable controversy arose over its ethics, whether there was more to it than just those provisions, whether GMs ought to do something about it, and whether it might just be a variant. Chief defenders were Dave Wheeler and David Yule. Chief attackers were some major publishers, including Mick Bullock, Richard Sharp and John Piggott. KEY, Jeff (1) <MN:Jan92> An American publisher, active in the 1960's. He devised the Key Lepanto and the Key Variant as well as the Key Lepanto Rule. KEY LEPANTO (1) <MB:Jun80> A lousy name for A(Ven)-Tri, A(Rom)-Apu, F(Nap)-ION. The intent is A(Tri)-Ser, a Key opening without the camouflage (and risk to Austria) of A(Rom)-Ven. A(Apu) is presumably heading for Tun, thus passing up one of the main values of the Key opening. (2) <RE:89-90> A specific variation of the Lepanto series of Italian opening moves. Lepantos in general feature the Spring 1901 moves F(Nap)-ION and A(Rom)-Nap, followed by F(ION) CA(Nap)-Tun in autumn, to secure a build of F(Nap). The full Lepanto would then be pursued with the moves F(Nap)-ION, F(ION)-EMS and then F(EMS) CA(Tun)-Syr (or Smy), thus embodying a four season strategy directed against Turkey (Italy's traditional rival for naval supremacy in the Mediterranean). Indeed, the Lepanto takes its name from the Sixteenth Century Battle of Lepanto in which an Austro-Italian fleet defeated the Turks. In practice, however, the Lepanto is rarely pursued beyond Autumn 1901, after which Italian players usually prefer to develop a more flexible strategy. As an answer to the Juggernaut (qv), the Lepanto may be the best Italian opening, assuming as it does no grave threat from Austria. With this in mind, an American player, Jeff Key, developed the "Key Lepanto", in which Austria agrees to give A(Ven) passage through Trieste to attack Serbia (or Greece, through Albania). Unfortunately for agreeable Austrian players, most Italians allowed into Trieste refuse to move out in Autumn, with horrific consequences for beleaguered Austria. Consequently, despite the overwhelming popularity of the Lepanto as an opening, the Key Lepanto itself is rarely seen. (3) <MN:Jan92> The Lepanto was devised by Edi Birsan. The standard Lepanto involves A(Ven)H, A(Rom)-Apu and *not*, as stated, Nap. (See Lepanto, qv) KEY OPENING (1) <MB:Jun80> Named by Jeff Key, the inventor, of an Italian-Austrian opening with A(Ven)-Tri-Ser (usually with Austrian support to foil A(Bul)-Ser), A(Bud)-Ser-Gre (latter with support from F(Alb)). Since Italy gets his build in Ser, he can do F(ION)-AEG/EAS. This opening is particularly valuable if Turkey opens F(Ank)-Con, since the traditional Lepanto is almost certain to be foiled. If A(Bul)-Gre is believed unlikely, Austria can step up the naval pressure on Turkey with F(Alb)-ION. Italy can readily stab Austria with A(Tri)-Vie, A(Ven)-Tri, or by gaining Turkish support for A(Apu)/F(ION)-Gre, plus A(Tri)-Alb to cut support. KEY VARIANT (1) <MN:Apr92> The simple change variant that uses "The Key Variant Rule" (qv). Several games of this were run in the 1960's. Designed by Jeff Key. KEY VARIANT RULE (1) <MB:Jun80> If a unit is ordered to move and fails to do so, it is dislodged by an unsupported attack. (2) <MN:Apr92> This rule has also been introduced into other variants, most notable into the Mercator series. In fact all large variants should incorporate this rule to help unfreeze their maps and to add more freedom of movement to the game. KINGMAKER (1) <DC:Jan92> The term used to describe a power when by his actions he tries to decide who the winner will be. Usually used in the mid-game by a country caught between the two powers that are well ahead and racing to the finish. Makes for an excellent bargaining position. Term originated at Stevens Institute of Technology. KLIEN, Eric (1) <EK:Apr92> Publisher of Electronic Protocol (qv) and Protocol. Protocol is a snail mail equivalent of Electronic Protocol that I am running down to a fold. I am also one of the winners of Avalon Hill's Diplomacy contest that was run in 1989 in the General. (2) <MN:May92> Eric discovered Diplomacy one day at high school when he came across a group of people playing the game, but although intrigued by the game he didn't follow his interest up. After THE GENERAL ran a special Diplomacy issue he was spurred into action, buying the game and entering the hobby at the same time; six months later he was publishing a zine. Eric's `revolutionary' approach to running postal diplomacy -that no NMRs are allowed- arose from his view that they unbalanced the game too much and that it was better to hold the game over and get a new player than to NMR the old player. KONIG AWARD FOR OUTSTANDING SERVICE (1) <MB:Jun80> Named after John Konig, who died May 22nd 1974 from complications of diabetes. John and his zine STAB was one of the early giants of the hobby, was the third BNC and was well liked. Award is now dormant. KONIGRATZ FREAKOUT (1) <MB:Jun80> Birsan's offbeat German-Italian opening: A(Ven) SA(Pie)-Tyr, dislodging GA(Tyr), allowing it to retreat to whichever of Vie or Tri Austria leaves open. A(Pie) provides some assurance to Germany that FA(Bur) will not be tempted to go for Mun, especially if Germany announces that he will open A(Tyr)-Mun. KRAKEN (1) <MB:Jun80> Randolph Smythe's press byline in Fol Si Fie, sometimes used for game commentary or in the letter column. The name comes from a sea monster in Norse mythology. KRIEGSPIEL CHESS (1) <MN:Jan92> A variant of Chess which requires two players (at different ends of a room) and an Umpire (in the middle). You do not know where the other player moves. However if you attempt to make an illegal move you are told by the Umpire (who has the full position set up on his board) that that move would be illegal and you are allowed to choose another move. LAFOSSE TOURNAMENT SCORING SYSTEM (1) <MB:Jun80> An amalgam of five different scoring systems, which adds the points from each to give the total score. No reduced victory criterion used. Details in DW #24. LEPANTO (1) <MB:Jun80> An Italian anti-Turkey opening: A(Rom)-Apu-Tun, via F(ION). S02: F(ION)-EMS, F(Nap)-ION. In F02, the army is convoyed to either Smy or Syr. Alliance with Austria is essential, with a standoff in BLA in S01 very desirable. Popularized by Edi Birsan, it is probably the best known "named" opening. (2) <MN:Apr92> I would say that Edi invented this opening as well as popularizing it. (See Key Lepanto, qv) "THE LEXICON OF DIPLOMACY" (1) <MN:Apr92> A special 36 page issue of Diplomacy DIGEST (#34-36) published in June 1980 by Mark Berch. The most comprehensive attempt at providing a dictionary of Diplomacy terminology, and retyped by Mark Nelson (and proofread by Harold Reynolds) for distribution in this document. A mammoth production. LIE (1) <MB:Jun80> The telling of an untruth is one of the most overused diplomatic procedures, yet sometimes is unavoidable. The value you hope to gain from the lie must be balanced against (1) The chance of it being discovered too soon, (2) The loss of credibility (3) the possibility that the same result could be accomplished, albeit more slowly, in a more "diplomatic" manner. LIMITED DURATION ALLIANCE (1) <MB:Jun80> Rather than lasting indefinitely, an alliance may be set to expire when a specific target is reached (e.g. Germany is wiped out), when one or both of the partners have reached some SC level, when a certain number of game years has passed, or once the required notice has been given. All too often, though, someone decides to jump the gun. LINEAR SEPARATOR (1) <MB:Jun80> ALINEORSOOFMATERIALWITHOUTPUNCTUATIONOR SPACESUSUALLYINCAPITALSNORMALLYUSEDTOSEPERATEITEMSITISOCCASIONALLYUSEDAS ANITEMINITSOWNRIGHTSAIDTOHAVEBEENINVENTEDBYEITHERCONRADVONMETZKEOR RICHARDWALKERDINE LIVONIAN SYSTEM (1) <MB:Jun80> A set of Russian moves based on A(Mos/War)-Livonia, popularized by Don Turnbull. The plan is to convoy to Swe. (2) <RE:89-90> According to Richard Sharp, in his book "The Game of Diplomacy", this series of Russian openings gained some small popularity in Britain after Don Turnbull featured it in a series in the old "Games & Puzzles" magazine. The focus of the system is the move A(War)-Lvn, as part of an anti-English alliance with Germany. F(GOB) would then convoy A(Lvn)-Swe (which Germany is expected to concede to Russia), prior to a build of F(Stp,nc). In the northern variation, Russia also opens with A(Mos)-Stp and then A(Stp)-Fin, giving up to three units bearing on Norway in Spring 1902 - but at the expense of serious exposure on the Southern Flank. This may be acceptable if Austria can be relied on to contain Turkey, but the lack of influence on Rumania deprives Russia of the near certainty of a build. In the more cautious southern version, therefore A(Mos) moves to Ukraine. (3) <MN:Jan92> At the time that Don recommended this opening, the common opening move for German F(Kie) was to Hol; it was rather unusual for Germany to move to Den. It was even more unusual for Germany to stand Russia out of Swe. Hence, Russian players expected to take Swe in Autumn 1901 as a matter of course. It was common for Russia to have 6 centres at the end of 1901, having taken Rum and Swe, and not unusual for Russia to be on 7, taking an Austrian centre as a result of Austria opening with a Balkan Gambit and allowing Russia into Gal in Spring 1901. LOCAL GAMES (1) <MB:Jun80> A "postal" game for persons in one area, usually a city but sometimes a state or part of a state (e.g. Southern California). These games are usually not rated (although they usually have the same appearance and deadlines of postal games). This is due in part to the fact that a player could amass quite a good rating without outsiders being able to challenge him. There is no known example of this, and it is unlikely that the inclusion of local games would significantly alter rating lists. The other reason cited is that these are not so much postal as telephone games. LOCKED OUT UNIT (1) <MB:Jun80> A unit which cannot in any way affect an upcoming battle, e.g. a unit too far away, or one which can only support but which will surely be cut. A given plan may "lock-out" a particular unit by giving it no role -- possibly freeing it for another purpose. LOOP (1) <MB:Jun80> A rare tactical device for when you wish to move from A to B but anticipate that the enemy will move from B to A with equal or greater force. The solution is to convoy around the attack. Thus F(BLA) CA(Con)-Bul in the face of F(AEG)SA(Bul)-Con. The drawbacks are (1) You must be willing to accept his occupation of Con on that move, (2) Since F(BLA) is convoying, you are moving with less than full strength, and A(Gre)-Bul may foil you -- but not foil A(Bul)-Con. (part 4 next week) Up