Diplomacy Magazine - Chapter 2 (Parts 3-4) From: loeb@geocub.UUCP (Daniel LOEB) Date: Mon, 11 May 1992 12:55:45 +0000 Issue #285 of Chapter Two of the Electronic Protocol By Daniel Loeb (loeb@geocub.greco-prog.fr) May 11, 1992 Distributed via: rec.games.pbm rec.games.board dipl-l ------------------------------------------------------------- Electronic Protocol Games played on the Diplomacy Adjudicator ------------------------------------------------------------- **** TABLE OF CONTENTS **** PART ONE - Opinions, Letters, and Editorials: New DPP Gamestarts Runestone Poll Luzon Gamestart Announcement Diablos & Eldritch Gamestart Announcement Looking for Zines Frequently Asked Questions Rules Question Diplomacy Article Archives Service: Turkey Turkish Openings Openings Contest: Matt Ender wins 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 Speed: F/I/J draw Fontenoy 1913 results PART FOUR - "Diplomacy A-Z" (Version 2.0) - Part 2 ***** PART THREE ***** **** SPEED: FRANCE/ITALY/JAPAN DRAW **** From: Ken Lowe (jdr@u.washington.edu) Game Speed, an No Press, Unmoderated, Gunboat, Youngstown variant game has come to a close in a French/Italian/Japanese draw. The name notwithstanding, it seems to have taken a long time to complete (it started May 20th 1991). Perhaps the number of turnovers explains why. Summary of game speed through S1922M. Austria: David Owens owens@b.cambridge.ibm.com China: Kingsum Chow from F1901M: Terry A. Newton techsy022@spacm1.Spac.Spc.Com from F1903B: Andre Verweij andre@ph.tn.tudelft.nl from S1905R: Terry A. Newton techsy022@spacm1.Spac.Spc.Com England: Vera Heinau, Heiko Schlichting admin@methan.chemie.fu-berlin. France: J.J. Lehett JJL101@PSUVM.PSU.EDU Germany: Dave Cebula cebulad@physics.orst.edu India: Fred Scott fred@emulex.com from F1901M: John Carr JRCARR@grove.iup.edu from S1906M: Nicholas Fitzpatrick nick@watfrost.waterloo.edu Italy: Bill Kirby wkirby@leland.stanford.edu from F1904M: Mauri Krouse mauri%psych@Forsythe.Stanford. from S1906M: Al Petterson calsci!al@gvgpsa.gvg.tek.com Japan: Andre Verweij andre@ph.tn.tudelft.nl from F1902M: Fred Scott pei!moody!fred_s@sgi.sgi.com Russia: Per-Arne Liljedahl pal@fra.DoCS.UU.SE from F1901M: Oliver Gassner PISTUD2@DKNKURZ1.BITNET from S1902M: Matt Ender ender2@husc.harvard.edu from S1914M: Vera Heinau, Heiko Schlichting admin@methan.chemie.fu-berlin. Turkey: Michael J. Scholl nvq@l.cc.purdue.edu from S1906M: Bob Koester rkoester@umaxc.weeg.uiowa.edu from S1911M: Vera Heinau, Heiko Schlichting admin@methan.chemie.fu-berlin. Historical Supply Center Summary (part 1) -------------------------------- Mag Egy Tun Rom Mar Bre Spa Ire Lon Nwy Den Bel Ber Mun Tri Klu Gre Bul Year Eth Pen Nap Ven Par Mor Por Liv Edi Swe Hol Kie Pos Vie Bud Ser Rum Con 1900 I . . . . I I I F F F . . . . E E E . . . . . G G G G A A A A . . . . T 1901 I . T I . I I I F F F . . F E E E E E R G G G G G G G A A A A A . R T T 1902 I I I I I I I I F F F . F F E E E E E R G G G G G G G A A A A A T R T T 1903 I I T I I I I I F F F E F F E E E E E R G G G G G G G A A A R A T R T T 1904 N I I I I I I I F F F E F F E E E G R E G G G G G G G A I A R A T R T T 1905 N I I I I I I I F F F E F F E G E G R G G G G G G G G R I A R A I R T T 1906 N N I I I I I I F F F F F F E G E G R G G G G G G G G R I R R R I R T T 1907 I N I I I I I I F F F F F F E G G E R G G G G G G R G R I R R R I R T T 1908 I I I I I I I I F F F F F F F E G G R G G F F G G R F R I R R R T R T T 1909 I I I I I I I I F F F F F F F G G R R R G F F F R R F R I R R R I R T T 1910 I I I I I I I I F F F F F F F G F G R R R F F F R R F R I R R R I R T T 1911 I I I I I I I I F F F F F F F F F R R R R F F F R R F R I R R R I R I I 1912 I I I I I I I I F F F F F F F F F F R R R F F F R R F R I R R R I R I I 1913 I I I I I I I I F F F F F F F F F F R R R F F F R R F R I R R I I R I I 1914 I I I I I I I I F F F F F F F F F F R R R F F F R R F R I R I I I I I I 1915 I I I I I I I I F F F F F F F F F F R F R F F F R R F I I I I I I I I I 1916 I I I I I I I I F F F F F F F F F F F F F F F F R R F I I I I I I I I I 1917 I I I I I I I I F F F F F F F F F F F F F F F F R R F I I I I I I I I I 1918 I I I I I I I I F F F I F F F F F F F F F F F F F F F I I I I I I I I I 1919 I I I I I I I I F F F I F F F F F F F F F F F F F F F I I I I I I I I I 1920 I I I I I I I I F F F I F F F F F F F F F F F F F F I I I I I I I I I I 1921 I I I I I I I I F F F I F F F F F F F F F F F F F F F I I I I I I I I I Historical Supply Center Summary (part 2) ----------------------------------------- Ank Bag Yem Mad Cey Tha Jav Sai Vtn Han Sin Man Phi Kyo Kar Vla Stp War Year Smy Ira Del Cal Brm Joh Bor Cam Can Pek Omo For Osa Tok Kor Oms Mos Sev 1900 T T T . . N N N . . . E . . F . . C C C . . . . . J J J . . R R R R R R 1901 T T T . I N N N . N . E N F C E C C C C . . C J J J J J . R R R R R R R 1902 T T T T I N N N N N E E N F C E C C C C C C R J J J J J J R R R R R R R 1903 T T T T I N N N N N E F N F E N C J C C C C C J J J J J J J R R R R R R 1904 T T T N N T N N N N N F N N E E C C C C C C C J J J J J J J J R R R R R 1905 T T T N N N T N N N N F N N E N C C C C C C J J J J J J J J J R R R R R 1906 T T T T N N T N N N N N N J N N C C C C C C J J J J J J J J J R R R R R 1907 T T T N N N N N N N C N N J N N C J C J C C J J J J J J J J J R R R R R 1908 T T T N N N N N N N C N N J N N N J J J C C J J J J J J J J J R R R R R 1909 T T T N N N N N N N N N N J N N N J J J C C J J J J J J J J J R R R R T 1910 T I N N N N N N N N N N J J N N N J J J J J J J J J J J J J J R R R R R 1911 T I N N N N N N N N N J J J N N N J J J J J J J J J J J J J J R R R R R 1912 I I N N N N N N N N J J J J N N J J J J J J J J J J J J J J J R R R R R 1913 I I N N N J N J N J J J J J J J J J J J J J J J J J J J J J J R R R R I 1914 I I N N N J N J N J J J J J J J J J J J J J J J J J J J J J J R R R R I 1915 I I N N N J J J N J J J J J J J J J J J J J J J J J J J J J J R R R R I 1916 I I N N N J J J N J J J J J J J J J J J J J J J J J J J J J J R R R R I 1917 I I N N I J J J N J J J J J J J J J J J J J J J J J J J J J J R F R R I 1918 I I I N I J J J J J J J J J J J J J J J J J J J J J J J J J J J F I I I 1919 I I I J I J J J J J J J J J J J J J J J J J J J J J J J J J J J F I F I 1920 I I I J I J J J J J J J J J J J J J J J J J J J J J J J J J J J F I I I 1921 I I I J I J J J J J J J J J J J J J J J J J J J J J J J J J J J F I I I History of Supply Center Counts (part 1) ------------------------------- Power 1900 '01 '02 '03 '04 '05 '06 '07 '08 '09 Player Austria 4 5 5 4 3 2 David Owens China 3 \ Kingsum Chow 6 7 6 \ Terry A. Newton 7 \ Andre Verweij 6 6 5 3 2 Terry A. Newton England 4 7 8 8 7 4 2 2 1 Vera & Heiko France 4 5 6 7 6 6 6 6 10& 11* J.J. Lehett Germany 4 7 7 7 8 10 10 9 6 3 Dave Cebula India 3 \ Fred Scott 5 6 7 10* 11*\ John Carr 12 12 12 13 Nicholas Fitzpatrick Italy 4 6 9 8 \ Bill Kirby 8 9 \ Mauri Krouse 8 9 9 10 Al Petterson Japan 3 5 \ Andre Verweij 6 8 8 9 10 12 13 13 Fred Scott Russia 6 \ Per-Arne Liljedahl 9 \ Oliver Gassner 10 9 8 9 11 12 12 14 Matt Ender Turkey 4 6 7 8 7 6 \ Michael J. Scholl 7 5 6 6 Bob Koester Index: 15 38 52 53 54 59 65 68 72 80 History of Supply Center Counts (part 2) ------------------------------- Power 1910 '11 '12 '13 '14 '15 '16 '17 '18 '19 '20 '21 Player France 12 13 14 14 14 15 17 18 19 20 18 19 J.J. Lehett Germany 2 Dave Cebula India 13 12 10 5 5 4* 4& 3* 1 Nicholas Fitzpatrick Italy 11 13 14 16* 18& 20* 20 21 25* 24 26* 25 Al Petterson Japan 16 17 19 24+ 24 25 25 25* 27* 28& 28& 28& Fred Scott Russia 15 16 15 13 \ Matt Ender 11 8 6 5 Vera & Heiko Turkey 3 \ Bob Koester 1 Vera & Heiko Index: 92 102 107 122 124 133 136 142 171 176 178 177 * = 1 unused build. & = 2 unused builds. + = 3 unused builds. 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. **** FONTENOY 1913 RESULTS **** compiled by Danny Loeb GM: Ken Lowe The game continues to be a slugfest, as both alliances BS and XAF3 stay stable. After some exciting battles, BS has the upper hand, but XAF3 has good hopes to hold some sort of stalemate line. The question is whether the GM (having previously denounced draws) will accept this one.... ***NUMBER OF SUPPLY CENTERS Bel Bre Bul Den Gre Kie Lon Mos Nap Par Rom Ser Smy StP Tri Ven War Ank Ber Bud Con Edi Hol Lvp Mar Mun Nor Por Rum Sev Spa Swe Tun Vie A B C D E F G H I J K L N P Q R S T U V W X Y Z 0 1 2 3 4 5 6 7 8 9 1900 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1*1 1 1 1 1 1901 2 2 1 1 1 1 1 1 1 1 2 1 1 1 1 1 2 1 1 1 2 1 2 1 1 1 1 1 1902 2 2 1 2 1 1* 1 2 1 2 1 1 1 2 2 2 2 1 2*1 1 1 2 1903 1 2 2 2 1 2 2 1 3 1 1 1 2 2 2 1 2 2 2 1 1 1904 1 3 1 1 1 1 2*2* 4 1 1 2 2 2 1 2 2 2* 2 1* 1905 1 4 1 1*1 2 2* * 4 1* 1 3 3*2 * 3*2 1 2 * 1906 2 4 2 1 2 4 6 4 2 2 3 2 1907 3 5 2 3 3 6 4 2 4 2 1908 3 7 3 2 1 7 4 6 1 1909 2 6 4 2 7 5* 8 1910 2 6 4 1 9 4* 8 1911 2 7 4* 11 4 6 1912 2 8 4 11 3 6 1912 3 9 5 10 4 3 Bel Bre Bul Den Gre Kie Lon Mos Nap Par Rom Ser Smy StP Tri Ven War Ank Ber Bud Con Edi Hol Lvp Mar Mun Nor Por Rum Sev Spa Swe Tun Vie Note: number = number of supply centers at the END of that year blank = no supply center left at the END of that year * = 1 change of command DURING that year ***OWNERSHIP OF SUPPLY CENTERS 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 1900 7 X T 6 I P N D V Q W 2 B K S L C H 4 U 3 9 R 0 G A 1 F Y J Z E 8 5 1901 7 X T 6 I P N D V Q W W B B Q K S L 4 4 U 9 3 R A A 1 1 F J Z Y 8 5 1902 7 X T X I P N P V Q W 6 B B S K S I 4 4 3 9 9 A 1 A 1 Z F J Z Y Y 5 1903 7 X T X I P N P V Q W N B B S S S I 4 4 3 9 3 A Z F 1 Z F J 5 Y Y 5 1904 7 X T X 4 P N P B Q W Q B B S S S I S 4 3 9 3 A Z F 1 Z Y J 5 Y 7 5 1905 7 X X X 4 P N P B N W B B B S S S I S 4 3 3 3 A Z F Z J Y T Y Y 7 5 1906 7 X X X B P N P B N B P P B S S S S S I 3 3 3 A Z F Z A F X Y Y S 7 1907 7 X X X N P N P B N B B P B S S S S S B 3 3 3 A Z A F Z A X F 3 S 7 1908 7 X X X N B B B B N B P B B S S S S S S 3 3 3 3 F A F A A X F 3 S 3 1909 3 X X X N B N B B X X B B B S S S S S S 3 3 3 3 F A F F 3 A F 3 S 3 1910 3 S X X S B N B B B X X B B S S S S S S 3 3 3 3 F A F F 3 A F 3 S 3 1911 S S X X S B B B B B X X B B S S S S S S 3 3 3 3 F A F F 3 A F 3 S S 1912 3 X X X S B B B B B B B B S S S S S S S S 3 3 3 F A F F 3 A F 3 S S 1913 X X X X S B B B B B B B B S B S S S S S S S 3 3 F A F F F A F 3 S A 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 ***** PART FOUR ***** **************************************************************** * A DIPLOMACY A-Z <VERSION 2.0> A DIPLOMACY A-Z <VERSION 2.0>* **************************************************************** Part 2 (C-F) CALHAMER, ALLAN B. (1) <RE:89-90> The man who invented DIPLOMACY, reputedly over a period of fourteen years before it was first published in 1959 (though there is some disagreement about this: an Avalon Hill publication suggests an early version of the game was commercially published in 1958. This version was re-printed in an early edition of Vienna, and has seen been played postally in this zine. It is held by the UKVB as a 'variant' under the name 1958 Diplomacy). An American with an academic background in several relevant disciplines including history and geography, he has since written countless articles on the game for the likes of DIPLOMACY WORLD and was guest of honour at World Dip Con I in Birmingham in 1988, where he achieved greater fame as "the guy with the beard". CLARIFICATION (from Vienna 59) Further research supports the suggestion that the first commercial version of DIPLOMACY appeared in 1958 - though the 1959 version was significantly closer (and indeed, almost identical) to the modern game. The only real revisions since then appeared in 1966 and 1971, the latter changing the victory criterion from a majority of units on the board to 18 supply centres. Though there have been several new additions since then, there have been no rule adjustments. (2) <MN:Jan92> A later American revision outlaws the `Unwanted Convoy', a rare tactical ploy whereby an army moving by land is convoyed and the convoy disrupted. For example: FRANCE: A(Bel)-Hol. GERMANY: F(NTH) CA(Bel)-Hol. RUSSIA: F(Nwy)SF(NWG)-NTH. Under the old rules (which are still distributed outside of North America) this adjudication caused much dispute. According to the rules the move fails, but did France have any intention of moving the army by sea? See also `Rulebook'. CALHAMER POINT COUNT (1) <MB:Jun80> A Rating or scoring system named after the game's inventor, giving 1 point for a win, and 1/N points for a N-way draw. It reflects the "win-only" philosophy. In the "Averaged C.P.C", this score is divided by the total number of games, and in the "weighted version", corrections are made for the relative success of the 7 countries. Present custodian is Doug Hollingsworth. CALHAMER AWARDS (1) <MB:Jun80> IDA awards in categories such as Outstanding GM, variant zine, publication, press release, press series, regular game, variant game, technical article, established zine, new zine, single contribution to the hobby and others. Now dormant. CANADIAN VARIANT BANK (1) <MB:Jun80> See Variant Bank North. CANADIAN DIPLOMACY ORGANIZATION (CDO) (1) <MB:Jun80> The most stable N.A. diporganization, it has sponsored The National, an Ombudsman and his advisory committee, and Orphan Games service, a Code of Ethics, and English and French novice zines. Now under the leadership of Francois Cuerrier and Randolph Smythe. CAPORETTA OPENING (1) <MB:Jun80> See Illyrian Opening. CARBON COPY ZINE (1) <MB:Jun80> Literally, copies are made by using carbon paper, though nowadays Xerox will often be used. Circulation is naturally low. This is resorted to when a GM loses his reproduction facilities, and does not want to delay or relinquish his game. Usually this lasts for a short time only, but it can go on for a long time e.g Narsil and Dorsai. CARDINAL RULES OF POSTAL DIPLOMACY (1) <MB:Jun80> 1. Write plenty of letters 2. Get your moves in on time. Absolutely nothing outranks these, and failure to follow them can nullify any other skills that you bring to bear on the game. CASSETTE TAPE DIPLOMACY (1) <MB:Jun80> An idea pushed by von Metzke and Pete Webber, it didn't get far. CENTRAL GAMESTART SERVICE (1) <MB:Jun80> Started by Richard Hucknall, now held by Malcolm Brown. Newcomers would send their names to CGS, and when a game filled the names would be sent to the next zine on the list, with fees due its editor. (2) <MN:Apr92> The CGS was an invention of the British Hobby to help new-comers find their feet. The idea was simple. Suppose you have just discovered postal diplomacy. You have no idea which zines are good zines to play in, and feel unhappy about the prospect of playing against seasoned veterans. The solution was to send your name and address (with a small fee) to the CGS organizer. When the CGS organizer had seven names he would mail the editor of a `reliable' zine this list. One benefit of this system was that CGS games were all-novice games, which went down well with the players. (3) <MN:Apr92> The origins of the CGS derive from the days of the NGC (qv). Although there were several NGC zines in the early days zines did not have their own waiting lists, instead there was one central NGC list for whatever games potential GMs wanted to run. This probably ensured that waiting lists filled quicker as the entire NGC membership were aware of the lists, rather then them being restricted to readers of a particular zine. At some stage NGC zines started to have their own waiting lists and the central waiting list ceased to exist. After the demise of the NGC the CGS was `revived' (although I believe that the NGC did not use the name `CGS') as stated by Mark Berch above. At some time Tom Tweedy became custodian, who passed it onto Nick Kinzett. Nick dropped the abandoned the CGS circa 1986, by which time it had become impossible to run it. Most people entering the hobby at this time had no qualms about deciding which zine they wanted to play in and didn't seem to mind playing against more experienced players. The demand for the CGS had dropped to such a small extent that in order to fill games at anything like a reasonable speed experienced players were being drafted in to make up numbers --- defeating one of the main reasons for the existance of the CGS! In retrospect the main reason for the decrease in the number of applications was because Diplomacy sets sold in the UK no longer contained a flyer describing the possibility of postal play. The demise of the CGS resulted in the birth of SPRINGBOARD, but that is another entry... CENTURY CLUB (1) <MB:Jun80> The honor roll of zines which have reached 100 issues. It includes Graustark, Runestone, Hoosier Archives, A.D.A.G, Claw and Fang, Shaaft!, The Pouch, 1901 and all that, EFGIART, BDC Journal, Wild and Wolly, Courier, Brobdingnag, BOAST, The Mixumaxu Gazette, Western Start Dippy, Bushwhacker and Big Brother amongst others. (2) <MN:Apr92> These are all American zines except for: Runestone (Canadian), 1901 and all that (English), BDC Journal (English), Courier (English), Brobdingnag (started off as an American zine and then a Canadian took over). Obviously this list is very incomplete. CERTIFIABLY PLAYABLE (1) <MB:Jun80> A label of approval for variants that was to have been bestowed by the Diplomacy Variant Commission. CGS (1) <MN:Apr92> See Central Gamestart Service. CHANGING OF THE GUARD (1) <MB:Jun80> Procedure whereby exactly two units exchange places without benefit of convoy. Illegal under the 1971 Rulebook. The exchange can be done via convoy or by using the Merry-go-round. Permitted in some variants. CHURCHILL OPENING (1) <MN:Mar92> The English opening A(Lpl)-Edi, F(Lon)-NTH, F(Edi)-NWG. This is a little more risky than the Northern Opening as England can not guarantee securing a build in Autumn 1901 but it offers more flexibility, England can order F(NWG) CA(Edi)-Nwy & F(NTH)-SKA to exert pressure on Swe in Spring 02. Perhaps a sign that England is more interested in securing a presence in Scandinavia than resolving the E/F/G situation and hence an early hint of a triple alliance. CLOCKED ERROR (1) <MB:Jun80> An error which is not detectable by a player (e.g. GM prints a build wrong). COASTAL CRAWL (1) <MB:Jun80> A procedure whereby two units exchange places by virtue of the fact that their final coasts are different, e.g. F(Bul/ec)-Con, F(Con)-Bul(sc). Illegal under the 1971 rulebook. CODEWORD (1) <MB:Jun80> A player may submit several sets of orders, with the GM to make the selection of which to use according to which codeword is sent by another player. This is done to save correspondence time when coordination is essential. Many GMs do not permit this; most HRs are silent on the point. Extensive discussion appears in DIPLOMACY DIGEST 32. CODE OF ETHICS OF THE CDO (1) <MB:Jun80> This code for GM obliges them to correct errors as quickly as possible, submit possible disputes to CDO Ombudsman, be punctual, inform prospective players of variances in GMing procedures, keep in contact with hobby institutions, use replacement players "whenever possible", avoid GMing practices which will make games irregular or unratable, behave in an honest and impartial manner, explain actions taken, try to keep good communications between GM and players, and, believe it or not, "give players the benefit of the doubt where differences of opinion arise." COMETZINE (1) <MB:Jun80> Like the heavenly body, it appears suddenly, dazzling all with its brilliance and beauty. The zine receives plugs, cheques and games, but when it fades or even vanishes, it leaves memories, bad vibes, and, often, orphans. Good example is The Fighter's Home, Gorman's beautiful offset zine which could not keep up its standards, and folded. COMMENTARY (1) <MB:Jun80> Analysis of a game's tactics, strategy, diplomacy, prospects, etc while the game progresses. Usually written by the GM, sometimes by an outsider and rarely by a player. With an outsider, it is usually 1 season later (e.g. F01 moves with S01 commentary) but recently there has been a trend towards running the game on a flyer and then reprinting the moves in the main zine simultaneously with the commentary. Can be done on season-by-season, or yearly basis. Commentator's ability to accurately describe the game is severely limited by the fact that the commentator does not know the inner workings of the game. COMPLIMENTARY SUB (1) <MB:Jun80> A free sub given out of respect, a desire to inform or flatter, etc. Publishers have traditionally given them to Alan Calhamer, Avalon Hill, family members, etc. (2) <MN:Apr92> SUB is short for subscription. COMPUTERIZED GMing (1) <MB:Jun80> Although discussed frequently, only Loomis' Flying Buffalo has used such a system, with a program written in BASIC. In the 60's, Dan Alderson and Tony Pandin both developed programs which were never used (the latter led to the discovery of Pandin's Paradox). COMPUTER PLAYED DIPLOMACY (1) <MB:Jun80> The first attempt at this was made by Dave McDaniel, in 1963A, the very first postal dippy game. He was eliminated in 1903. COMPUTER PRINTED ZINES (1) <MB:Jun80> These have not generally been long lived; perhaps due to reliance on access to computers which can easily be withdrawn. Examples: Vulcan, Binary, Gassed. CONCEDED DRAW (1) <MB:Jun80> A Draw not including all survivors. Some HRs (Lipton, Verheiden) ban them. CONFIRMATION OF RECEIPT OF ORDERS (1) <MB:Jun80> Players can usually arrange this by enclosing a self addressed postcard along with their orders, for the GM to sign and mail. Often, if a GM receives two seasons' orders at once, he will say he has the advance orders in the zine. CORE ZINE (1) <MN:Jan92> A zine which is considered `essential' reading by active hobbyists, often due to its extensive hobby news coverage and discussion of *important* hobby matters. There are often only a couple of core zines at any one time and subbing to one of these is a good way to keep in touch with the what's happening in the hobby. CORFLU (1) <MB:Jun80> Correction fluid. COSTAGUANNA (1) <MN:Mar92> One of the first handful of dipzines to be published, beginning publication in 1965ish and continuing with many time-outs, stoppages and folds to this day. Conrad von Metzke's zine probably holds the record for the most times any one zine had gone-under! As well as being one of the first dipzines it is also one of the most influential, not because it ran many games, not because the games it did run were well run and not because it contained stacks of articles on the game, but because of the masterly writing appearing in it. Costaguanna was probably the first `fannish' zine, almost certainly the first zine to be got because of the pleasure in reading it. Although by the early 1970's it was widely circulated and the mailing list was a Who's Who of the American Hobby, it exerted little influence on how American zines developed; it was more influential in the UK and it has been claimed (Pete Birks) that it influenced the style and content of Ethil The Frog and through Ethil Richard Sharp and Pete Birks, and through these individuals the whole of the British Hobby. Relaunched in the 1980's to critical acclaim, winning the Runestone Poll in consecutive years and dominating the US Hobby of the time. Twenty years on little had changed in Conrad's approach to producing a zine but the American Hobby had changed sufficiently for Americans to appreciate the quality of the writing and the quality of the zine. See ``Costaguanna'' (a review of Costaguanna in the early 1970's) By Pete Birks, printed in Greatest Hits 142 (September 1988). COUNTRY VARIANT (1) <MB:Jun80> Variants based on one country or other very limited areas. Examples include Boyer's Scotice Scripti III and Mill's Bhearna Baoghail (both Ireland), Leeder's Gesta Danorum (British Isles) and Rosenburg's 1618 (Germany). COURIER (1) <MN:Mar92> The second UK dip zine, launched soon after the first by Don Turnbull circa 1969/1970. Courier ran the games which were started in ALBION. Many of the early British dip pioneers played in Courier but it slowly slipped away from the mainstream of the UK hobby and by the mid 1970's it was a slow zine with a small and dedicated band of players. It continued until the end of the 1980's when Don moved to the States, having produced over 230 issues - the only UK zine to have produced more than 200 issues. Its hey-day was the early 1970's, from then onwards it existed in a hobby of its own with no contact with the Hobby that Don had started. Strictly a warehouse zine. COURTESY COPY (1) <MB:Jun80> When a publisher writes about someone, especially in a critical vein, and the person does not normally get the zine, it is traditional to send him a copy of the issue, or of that article. Applies sometimes to letters too. Hard feelings have sometimes resulted when people aren't informed about what others are writing about them. CRIMEAN CRUSHER (1) <MB:Jun80> Turkey opening to Bul, BLA and Arm is an aggressive opening that allows all three pieces to be used against Russia in the fall. Even if the fleet move succeeds, though, if Russia is in Rum, Ukr and Sev, Turkey must still second guess Russia for a second center if Austrian help is unavailable, and may lose BLA in the process. CROSS GAME ALLIANCE or REPRISAL (1) <MB:Jun80> Certainly one of the most controversial practices is that of linking together postal games by e.g. retaliating against someone in Game B for his actions in Game A, or making a deal whereby favours in game A are repaid in Game B. These deals place players in only a few games at a considerable disadvantage, and reduce everyone's ability to conduct diplomacy. These deals often involve standby positions. CROSS GAME CONSIDERATIONS (1) <MB:Jun80> One game can influence another even if there are no formal ties and even if the two games do not overlap in time: Information from one game can be carried over into another. If you have learned from one game that a given player is a very loyal ally, or is careless at writing orders or constantly passes letters around or will never ally with someone who has stabbed him, etc, you will allow that information to influence your play, even if you are opposed to Cross-Game deals. CROTTLED GREEPS (1) <MB:Jun80> One of the more bizarre concoctions to arise from the early dippy press arose from von Metzke's K-35, hopped the Atlantic to become popular in England. CROUCH'S MISTAKE (1) <MB:Jun80> In England, the failure to include a deadline in the zine. CUDMORE, JOHN (1) <MN:Jan92> Active member of the VIENNAMOB who made several contributions to the Vienna version of Downfall. Shared a house with Richard Egan and several other members of the 'MOB. CUTTING AN ATTACK (1) <MB:Jun80> The only way an attack may be rendered void is when the attack is via convoy, and one of the convoying fleets is dislodged. CUTTING A SUPPORT (1) <MB:Jun80> To render a support invalid. When a unit is attacked, that support is said to be cut. The exception is when the supporter is supporting an attack on the would-be cutter. Thus, support is only cut by an attack "from the side". (2) <Harold Reynolds: 13th April 1992> An example. France: F(Bre)-ECH, F(MAO) SF(Bre)-ECH; ENGLAND: F(IRI)-MAO, F(ECH) SF(IRI)-MAO. The French support from MAO is cut by the English unit attacking from IRI. The English support from F(ECH) is cut by the French fleet in BRE. Result: no unit moves. (3) <MN:Apr92> If ENGLAND had ordered F(IRI) SF(ECH)-MAO, F(ENC)-MAO then the adjudication would have been different. England now has two units attacking MAO (no unit cuts the support from IRI) and so the French fleet is dislodged. France has one unit attacking ECH (remember that the French fleet in MAO has been dislodged so its support is cut) but since England had vacated ECH then the F(BRE) moves there unopposed. D&D (1) <MN:Apr92> Common abbreviation for Dungeons and Dragons (qv). DASTARD (1) <MB:Jun80> Shear's press byline in Down Alien Skies. DECOY UNIT (1) <MB:Jun80> In some variants, a unit built in excess of what a player is allowed. Usually, these are destroyed when attacked, and cannot actually affect an adjudication. The GM knows which units are decoys. See paper unit. DE-MILITARIZED ZONE (1) <MN:Apr92> An area which two or more, but usually just two, powers agree not to enter, or if they do enter it they agree to tell the other power(s) in advance. Mostly used in the first few seasons to give powers a chance to expand without having to worry about the activities of a potentially hostile neighbour. For example: England and France may agree to make ENC a DMZ, Russia and Turkey may make BLA a DMZ, Russia and Austria may make Gal a DMZ, Russia and Germany may call Sil/Pru a DMZ, Germany and France may make Bur a DMZ. May also occur later on in the game to a whole bunch of provinces. For instance, Italy and France may make Pie/TYS/WMS/GoL/NAf a DMZ with the extra proviso that France doesn't build F(Mar) and Italy doesn't build F(Rom). DEMO GAME (1) <MB:Jun80> An invitational game, normally with more experienced players, and with commentary (usually). The best known is the series in Diplomacy World. DEPOSIT (1) <MB:Jun80> Money, usually $1-3, given to the GM and returned to the player if he does not drop out (or resign, sometimes. This is usually spelled out in the HRs.) DIPCON (1) <MB:Jun80> The largest annual Face-To-Face dippy tournament in the US, usually run in conjunction with a large wargaming convention. These began in 1966, and have been held annually since 1969. A good summary of I-VII is in Diplomacy World 9. DIPCON SOCIETY (1) <MB:Jun80> An informal group of those who attend a DipCon and the society's meeting. Its purpose is to select the site of next year's DipCon. Through its Committee of 1/2/3, it also coordinates with the host Con and arranges for the selection of a scoring system. The committee is presently chaired by Fred Davis. DIPLOCCOCUS AWARD (1) <MB:Jun80> Alan Calhamer's award given in four categories: Poetry, art, current strategy for any area and diplomatic history --- all for an audience of Diplomacy players. He awards a medal and $20. Currently inactive. DIPLOM (1) <MB:Jun80> To conduct diplomacy (the active verb for/of Diplomacy, slang). DIPLOMACY ADJUDICATOR (1) <DL:28th April 1992> Any computer program designed to take diplomacy moves as input and return a set of results. Virtually, hundreds exist. One is marketed by Avalon Hill, most are free. Some like Jon Monsarrat's are designed to be an aid to the GM. Others like the Diplomacy Programming Project's Diplomat Interface are designed primarily for use by diplomats. The most advanced adjudicator is the Washington Diplomacy Adjuticator JUDGE written by Ken Lowe. See DIPLOMAT, JUDGE, DIPLOMACY PROGRAMMING PROJECT. (2) <MN:Apr92> The first diplomacy adjudicators were designed in the 1960's by various postal players and the program written by Tony Pandin led to the discovery of Pandin's Paradox (qv). Several postal GMs use adjudicators and it is still a popular hobby to write your own. DIPLOMACY AUTOMATA: See DIPLOMAT DIPLOMACY DIGEST (1) <MN:Mar92> Diplomacy zine produced by Mark Berch, a zine that carried articles only (no games). And only articles on diplomacy/the hobby at that. Most of the issues were organized around some theme, such as Austria (#16), Personalities (#33), Aspects of GMing (#32). This was particularly useful since Mark made sure that his back issues were always in print so you could order the issues which covered the subjects that you were interested in. The zine started in the late 1970's and moved into the 1990's at an increasingly erratic pace, it's hey-day was from its inception to the mid 1980's. Too dry for many people. DIPLOMACY EMOTION (1) <HR:Apr92> Satisfaction: That your moves went off as planned. Delight : That your backstab worked. Glee : The opponent you stabbed was also stabbed by someone else. Gloating : Seeing an opponent who critically stabbed you get crushed. Exultation : When it's you who delivers the coup de grace. Bliss : 18 supply centres. Anxiety : Wondering how many of your neighbours are plotting against you. Fear : Finding that it's all of them. Desperation : Trying to get their neighbours to stab them. Despair : When they insist on fighting each other. Exasperation: Just when you've fought off 2 of your neighbours, the third comes barging in. Frustration : Getting a build when all your home dots are occupied. Vexation : Getting a build when someone else is occuipying your home dots! Shock : Getting unexpecterd support from another player. Loneliness : Exile in Iceland. Sympathy : What's that? "DIPLOMACY GAMES AND VARIANTS" (1) <MB:Jun80> Written by Lew Pulsipher and published by Strategy Games Ltd, London (1978), it is a 20 page softbound booklet with oversized pages and pullout maps, devoted entirely to variants. Available in stores only in England (#2.45). DIPLOMACY PROGRAMMING PROJECT: See Diplomat DIPLOMACY QUOTATIONS (1) <HR:Apr92> 1. Diplomacy dichotomy: Getting stabbed is as much fun as sucking lemons when you have the mumps, but stabbing someone is as much fun as switching his chocolate bar with one of Ex-Lax. 2. Famous last words of a Diplomacy player: "But you promised...!" 3. Playing Diplomacy is like juggling knives on a greased floor. Make one slip and you'll get stabbed. 4. The Ultimate Compliment: "I'm glad I'm not your neighbour!" DIPLOMACY WORLD (1) <MN:Jan92> An American zine started in 1974 which runs quarterly and which has had a number of editors. It contains articles on the play of the game, con reports and news of interest to diplomacy players. Often publicized as carrying the best writing on the game of Diplomacy and being an essential read for any North American hobbyist, it has rarely lived up to this publicity and in particular until recently most editors felt that coverage of the Diplomacy world was synonymous with covering North America. DIPLOMACY WIDOWS ASSOCIATION (1) <MB:Jun80> A humorous, non-existant organization led by Carol Buchanan. DIPLOMACY VARIANTS COMMISSION (1) <MB:Jun80> A coordinating organization for variant activity founded by Robert Sacks, presently active. DIPLOMAT (1) <DL:28th Apr 92> Short for DIPLOMACY AUTOMATA or AUTOMATION. This name has been used for many different programs. In general, it refers to any program capable of playing diplomacy. However, a simple Diplomacy adjudicator should not be considered a Diplomat, since it serves not as a player but as a referee. Avalon Hill's diplomacy adjudicator contains a very simple diplomat which plays a simple strategic game and has no means of negotiation. During the period 1986-89, several Israeli computer scientists (Sarit Kraus, Daniel Lehmann and Eithan Ephrati) wrote a Diplomat in Y-Lisp. (See for example "An Automated Diplomacy Paper", in "Heurestic Programming in Artificial Intelligence" (Eds: D N L Levy and D F Beal; Ellis Horwood, 1989 ps 136-153). This program is capable of negotiating like a human, and on a strategic level could beat Avalon Hill's program regularly. Unfortunately, the hardware for which this Diplomat was designed no longer exists. In 1990, the Diplomacy Programming Project was formed to promote the programming of diplomats. A simple language (DPP Protocol) was devised in order to standarize the communication among diplomats, and a standard Diplomat Interface was written in order to coordinate communication between (humans and) programs written in different programming languages by different programmers, and in order to serve as an Adjudicator. In 1991, Loeb and Hall published "Thoughts on Programming a Diplomat", also in "Heuristic Programming in Artificial Intelligence", and beginning in 1992 work has begun in Bordeaux on the implementation of a Diplomat based on these ideas. In comparison to the Israeli diplomat, the Bordeaux diplomat is founded principally on the strategic level and it is compatible with the DPP Protocol. DITTO (1) <MB:Jun80> Spirit duplication -- the one using the purple ink. Advantages: Can do colour (though very few do), less complicated, low cost. Disadvantages: Hard to correct, less clear printing, print-through and fainter copies in the above 100 copies area. One types on the master, which transfers ink onto the carbon, which is used for the printing itself. Examples today include Passchendaele, Eggnog, Runestone and The National. DMZ (1) <MN:Apr92> Common abbreviation for De-Militarized Zone (qv). DOLCHSTOSS (1) <MN:Mar92> Zine started by Richard Sharp in 1972ish to run games organized by the NGC. In its first run, which lasted 69 issues until its fold in 1979, it was the most influential zine in the UK Hobby as almost all novices entering the Hobby passed through Richard Sharp's hands; at one time circulation was 450ish. The zine attracted a loyal core of supporters (the Old Hard Core) who met regularly throughout the 1970's, almost all of whom entered zines at one time or another. During this period it won the Zine Poll in 1974 (2nd Poll), 1975 and 1978, came 3rd in 1974 (first Poll) and 4th in 1977. It was relaunched in 1984 and since then it has become one of the top zines to play postal diplomacy in. The GMing is excellent and the standard of opposition top class. It has become a little isolated from the mainstream of the British hobby and contains many readers from the 1970s. It is one of the best written zines in the UK and is always an entertaining read. DOUBLE BLUFF (1) <MB:Jun80> The act of giving the impression that you are bluffing when you are for real. Thus, a player writes that he will do A, but in a manner that suggests to the reader that the letter is a lie. The player then actually does do A. A devious way of gaining credibility. DOUBLE DEADLINE (1) <MN:Apr92> If the GM announces a double-deadline for the next set of orders, the players are being told that the deadline for the next set of orders is being extended by double the usual amount. A double-deadline almost always only applies to one particular game, and not to all the games that the GM is running. Suppose the zine appears monthly and in February issue the GM announces a double-deadline. Then instead of orders having to arrive by the end of February they will have to arrive by the end of March. Just what is, and what is not, grounds for a GM granting a double-deadline should be covered in the houserules. Most GMs automatically grant a double-deadline at the start of the game, recognizing that the first season is the most critical and the season with most diplomacy occuring. Almost all GMs will not grant a double deadline to a player who `has exams' or who is `going on holiday'. DOUBLE PARENTHESIS (1) <MB:Jun80> Material inserted by the editor into an original article written by another is traditionally placed in double parenthesis. Sometimes these are inserted into the body of the article, sometimes are bunched together at the end. See also Triple Parenthesis. DOWNFALL (1) <MN:Apr92> A Tolkien variant whose main aim was to try to recreate the flavour of the books rather than using the wargaming `simple variant on new map' approach of most of the earlier Tolkien based variant games. Downfall I was designed by Hartley Patterson (who had been active in UK Tolkien fandom for many years) and was first published in War Bulletin 50 (circa 1973-4). It quickly attracted a following and several games were started, including a couple of games in the States. After this initial burst of enthusiasm interest waned and the game was not played again until the end of the decade when Pete Lindsay (who had played in some of the earlier games) ran a game in his dip zine. One of the players was Glover Rogerson who would be responsible for relaunching the variant in the early 1980s as the main game in his new dip zine Denver Glont. Through publicity in Denver Glont the game rapidly attracted a cult following and it became almost de rigour for every new zine to open a waiting list for the game. Extensive play testing throughout the 1980's (over 50 games were started in the UK) led to a multitude of different versions being published. By the end of the 1980's there were about 16 different Downfall marks, many of which added chrome in an attempt to impart even more flavour to the game; often at the expense of playability. With the fold of Denver Glont and Vienna (a zine responsible for much of the redesigns in the latter half of the decade) interest in the variant has once again waned, although there are several games being run in New Zealand at the time of writing. Most Downfall games feature Gondor, Gandalf, Rohan, Saruman, Elves, Dwarves, Umbar and Mordor as player powers. There are personality units for Gandalf, Aragorn, the Fellowship, Saruman, Sauron, and Faramir. There is a ring piece which has a crucial role in the game, basically you either win by destroying the ring or by wearing it (becoming evil in the process, but gaining special powers) and conquering the board. Downfall games usually contain extensive press releases, usually parodying the style of the book and press sagas are common. DRAGON'S TEETH RATING SYSTEM (1) <MB:Jun80> Creted by Steve McLendon and Bob Sargeant, and run by Steve, the game is worth 34 points to the winner, or divided evenly between the drawers. Among survivors, 1 point is given for each center held, and penalties are levied for early elimination. Inactive players and standby players are not rated. Game and player ratability criteria are given in Diplomacy World 22. DUNGEONS AND DRAGONS (1) <MN:Apr92> The first role-playing game, originally designed in the early 1970's and attracting a cult following in the mid-to-late 1970's. As a result of extensive publicity it became a household name by 1986-87 (by which time it's approach to role-playing had become outdated and better systems were available). Even now it is the most widely known RPG game, probably the most widely played and certainly the best supported in terms of add-ons but serious rpgers look down on it as archaic. Many of the people responsible for designing the game and producing the first set of modules/add-ons had been postal diplomacy players and in the 1960's and some of them had been zine editors/involved in hobby politics. Many of the first D&D players were diplomacy fans. At different times various people have run D&D games in dip zines. These games have normally taken one of two approaches: (1) Design a party and wander around the GM's dungeon (2) A campaign style game. On the whole these have not lasted any length of time and with the advent of pro PBM games fewer of these games are being offered. In fact I haven't seen any for several years in the dip hobby (although role-playing fans may still run them.) DW (1) <MN:Feb92> A common abbreviation for Diplomacy World (qv). DYNAMIC STALEMATE LINE (1) <MB:Jun80> One in which a unit must be ordered to move, rather than hold or support. See Diplomacy Digest 10/11 (p 9, 16-17) and 14/15 (p2-3). EARLIEST DIPZINES (1) <MB:Jun80> 1: Graustark (John Boardman); 2: Ruritania (Dave McDaniel/Ted Johnstone); 3: Freedonia (John Boardman); 4: Brobdingnag (Dick Schulz); 5: Trantor (John Smyth); 6: Wild 'n' Wooly (Charles Brannon); 7: STAB (John Konig) and 8: Costaguanna (Conrad von Metzke). (2) Jim Meinel in DIPLOMACY WORLD 65 (Winter 1992) gives the following list: ZINE NAME EDITOR DATE OF FIRST ISSUE 1: Graustark (John Boardman) May 12th, 1963 2: Ruritania (Dave McDaniel) September 13th, 1963 3: WorlDip (Bruce Pelz) November 14th, 1963 4: WitDip (Bruce Pelz) January 9th, 1964 5: Freedonia (John Boardman) May 2nd, 1964 6: Brobdingnag (Richard Schultz) May 9th, 1964 7: Trantor (John Smythe) August 26th, 1964 8: Wild 'n' Wooly (Dan Brannan) October 16th, 1964 9: The Gamesletter (Don Miller) February 1965 10: Nostrilla Notes (Dan Alderson) March 8th, 1965 11: Costaguanna (Conrad von Metzke) April 1st, 1965 12: Massif (John Konig) April 1965 13: Barad-dur (Jack Chalker July 1965 14: Lusitania (Bernie Kling) July 1965 15: Orthanc (Ron Bounds) Mid 1965 16: Marsovia (Bob Ward) September 1, 1965 17: Lonely Mountain (Charles Wells) September 1965 18: STAB (John Konig) October 9th, 1965 EASTERN POWERS (1) <MB:Jun80> Austria, Russia, Turkey and, depending on his alliance structure, Italy. The most quintessentially eastern power is Turkey. ECONOMIC DIPLOMACY (1) <MB:Jun80> A family of variants, including some by that name and "Hypereconomic Diplomacy". The theory is that every province has some economic value, not just SC's. Each province on a regular or variant board is given its value, and raising various types of units, bribes etc all have their individual costs. Credits not used can usually be saved for later seasons, used as loans or indemnities, etc. These games tend to involve an inordinate amount of GMing work and overcomplexity. First created by Don Miller and once quite popular, they are now rarely seen. EDI BIRSAN STAB CONTEST (1) <MB:Jun80> An award for the essay on the best stab in a postal game. Begun in 1979, to be awarded annually, under the aegis of DW. The award is given by a committee chaired by Mark Berch. EGAN, Richard (1) <MN:Jan92> Active in the British hobby from the mid 1980's to the early 1990's. Edited _VIENNA_ and an active fan of diplomacy variants. One of the most active fans in this period, although sometimes a controversial one (especially amongst variant fans). Started one of the most complex postal American football games which is certainly on a par with any if the commercial games, and is still running. ELECTRONIC PROTOCOL (1) <EK:Apr92> This zine began in October 1989 on the small BBS called Portal. By the Spring of 1990 I discovered that Portal had a free connection to Usenet and the zine rapidly grew. One key selling point of the zine was that NMRs were not allowed; if a player failed to submit orders either the GM had to get orders from the player or replace the player. Simply holding all the player's units was no longer an option. Eventually nearly all the GMs on Usenet joined my zine and followed my houserules with the exception of the computer program Judge (qv) which continued to allow NMRs. Over time, even Judge adopted my houserules after many of its games collapsed due to NMRs. This was very important because my zine has too many games to be handled in a non-automated way. Judge has now started the majority of my 183 electronic Diplomacy gamestarts although some of my games are still started by humans. See KLIEN, Eric. ELEPHANT AND WHALE ALLIANCE (1) <MB:Jun80> An alliance which features one country building armies and the other fleets. Most common example is England-Germany, but can be done with Russia-Turkey and others. Also referred to as Tiger and Shark. **EMAIL DIPLOMACY See also JUDGE, DIPLOMACY ADJUDICATOR EMPIRES OF THE MIDDLE AGES (1) <MN:Apr92> A large (in scope) boardgame produced by SPI in the 1970's which attracted a cult following amongst several UK dip fans in the 1980's. Several of the shorter scenarios were run and several zines started the campaign game, which has 100 or so turns and takes about 8-10 years to run to completion at typical zine frequency. (Due to the structure of the game it is easy to replace drop-outs and add new players when needed.) ENGLISH ATTACK (1) <MB:Jun80> Those French moves based on F(Bre)-ENC, accounting for 1/4 of all French openings. Sometimes the armies move to Spa and Gas, to "assure" 2 builds, a very pro-G and -I opening, and may indicate that France expects F(Lon)-ENC. Othertimes A(Par)-Pic is used, giving France either the convoy to England or further muscle in Bel. See also Northern Dash and English Maginot. (2) <RE:89-90> A series of French openings involving the move F(Bre)-ENC. It is commonly acknowledged that England is the trickiest power to eliminate, courtesy of its island position and inevitable emphasis on building fleets. Consequently, some players believe that France must contain its northern neighbour early in the game, and at all costs prevent England putting a fleet into the Channel. F(Bre)-ENC may therefore be intended to stand off F(Lon)-ENC rather than actually threaten the English home centres. Alternatively, this can be a bid by France to take Belgium, perhaps coupled with the move A(Par)-Bur or A(Par)-Pic, in which case the name may be a misnomer. This is not the most popular opening for F(Bre): it is unlikely to result in a centre gain for France, unlike F(Bre)-MAO, and compromises an assault on England by most likely pinning down the Fleet in Brest, where the French player would rather be building a second fleet. ENGLISH MAGINOT (1) <MB:Jun80> F(Bre)-ENG, A(Mar) SA(Par)-Bur. This is an alternative approach to taking Belgium (See Belgium Gambit and Northern Dash), or can be used when a Anglo-German attack is believed to be imminent. ETHICS (1) <MB:Jun80> Questions of right and wrong not directly addressed by the Rulebook or by consensus of HRs. These include cross game alliances (qv), the necessity of reporting a 'Cloaked Error' (qv), forged letters, impersonation of the GM or his product, spring removals, etc. These questions can generate intense debates by those involved if they occur. EUROCON (1) <MB:Jun80> A European gaming convention, generally limited to about 3 dozen people, mostly Britishers, running 2 weeks, usually held in Southern France. EXCIDEO, DE (1) <MN:Apr92> UK dipzine produced by Bill O'Neil. Started circa Autumn 1990 and still moving along. A low-key zine running several games (including Empires of the Middle Ages) well but lacking a strong editorial presence and containing a fairly low grade letter-column. The only positive feature (aside from the games being run OK) is that the zine often carries an article on how to adapt a particular boardgame to postal play, or hints on how to play a game. Unless the games run appeals to you, not worth bothering about. FACE TO FACE (FTF) (1) <MB:Jun80> The original format for Diplomacy. It differs from some other formats in the ease of arranging triple alliances, the fact that there is usually no written record of promises (or of the game itself), the generally social and informal nature of the game (e.g. in permitting very badly written orders, or allowing eliminated players to take over another position when its player must leave), the fact that the players usually have played with each other before, the importance of tone of voice and body language, and the fact that the games are usually called on account of time. (2) <MN:Apr92> More generally, most (non-diplomacy) games can also be played FTF. FALL REMOVAL (1) <MB:Jun80> See Spring removal. FANS (1) <MN:Apr92> In one sense anyone who really enjoys a particular activity (in our case playing diplomacy) is a fan. However the word is only used to denote people that are interested enough to read fanzines and get involved in Fandom. There are many different types of fan, role-playing fans, games-fans, diplomacy-fans, sf-fans etc. Within each type of fan it's possible to denote their activity in fandom: Neofan, BNF, Wizard etc. Anyone reading this document is a proto-fan. See fanzines. FANTASY VARIANTS (1) <MB:Jun80> Variant games based, usually, on fantasy books. Thus Norton's "Witch World" series spawned Pulsipher's Witch World I and II; Dalarna I and II (Leeder) are based on events after Fletcher's "Well of the Unicorn", and Moorcock's "Eric of Melniborne" inspired Young Kingdoms I and II and Age of Young Kingdoms. Also included are various Hyborian variants based on the "Conan" series and the Tolkien variants. FANZINES (1) <MN:Apr92> There are many different types of fanzines and deciding just what is and what is not a fanzine is pretty difficult (and many would say pointless) exercise. The best known fanzines are SF fanzines but there are also games fanzines, diplomacy fanzines, role-playing fanzines, music fanzines, football fanzines, poetry fanzines, political fanzines. Almost any area which people can write about will have a fanzine! But to attempt the impossible. What is a fanzine? Roughly speaking, fanzines are labours of love, produced by a fan and available to anyone who is interested (you may/may not have to pay for them). Commonly you will be expected to contribute in some form to remain on the mailing list. Circulations are normally small (50-several hundred) and production/reproduction methods basic (although this is changing with the widespread use of DTP and easy access to laser printers). SF fans normally like to boast that SF fandom produced the first fanzines (in the late 1920's). Most fanzines are produced in Western Europe/the States and fanzine publication has been, at various times, strictly controlled in Eastern Europe and China. FLYER (1) <MB:Jun80> A separate sheet usually having one game and sent only to those players. Can be done to provide simultaneous commentary, because of lack of room in the main zine, because the deadlines for that game have slipped from the others, to correct an error, etc. FLYING DUTCHMAN (1) <MB:Jun80> An extra unit not justified by the number of SCs held. Often inserted deliberately into casual face to face games, there may be several countries using them. (2) <RE:89-90> Essentially a face-to-face phenomenon, this is an extra unit slipped onto the board, or exchanged for a piece of a different type (say, an Army for a fleet) or colour. If it goes undetected, the player controlling it will often endeavour to embroil it in the development of the game so thoroughly that, even if spotted, it becomes difficult to rectify the mistake. House rules may vary in such circumstances: under some house rules, it is possible to swap F(Tus) for A(Tus), order it to Venice, then "spot" the mistake and have it changed back to a fleet. In others, the unit will be moved back to Tuscany and made a fleet once more, or have to remain an army for the rest of the game. Where there is not a GM, this sort of duplicity is thoroughly within the spirit of the game, for all that the more "sober" games-player may disapprove. However, in postal play, this sort of thing is only possible if the GM makes a mistake or is misled by a player (perish the thought!), and since it is generally acknowledged that deception of the GM is unacceptable, the latter is likely to result in the player being ejected from the game, the zine, and perhaps worse. FOOLS MATE (1) <MB:Jun80> The shortest possible game of Diplomacy resulting in a win for a particular country or alliance. This silliness often requires people to convoy armies into their home centres, etc. FORGERY (1) <MB:Jun80> Creating a letter purporting to come from another is rather difficult, and the ethics of this are quite controversial. FORMAT (1) <MB:Jun80> There are four principal formats for Diplomacy: Postal, Face to Face, telephone and tournament. Each has its own distinctive characteristics, which very much affect the style of play. See also school games. FREEBIE (1) <MB:Jun80> An issue that is not charged against people's subs. Often this is because it is so short (Conrad von Metzke once did this because an issue was `only' 14 pages), or precipitated by the GM's errors, or the previous issue was poorly printed, or because it goes to so few people, or the publisher wishes to appear generous. FRIENDLY ATTACK (1) <MB:Jun80> A tactical maneuver whereby an ally's unit is dislodged, permitting him to take a strategic retreat, often forward, or to a supply center. The dislodged unit is often ordered to move to a province that he cannot enter, so that the enemy cannot foil this by supporting the to-be-dislodged unit. The possibility of using this tactic is a good reason to retain a puppet rather than wiping him out. See Konigratz Freakout. FROG (1) <MB:Jun80> In press, the French player. FTF (1) <MN:Apr92> See Face-To-Face. Up