Diplomacy Magazine - Chapter Two From: loeb@geocub.UUCP (Daniel LOEB) Date: Tue, 28 Jan 1992 11:36:04 +0000 Issue #271 of Chapter Two of the Electronic Protocol By Daniel Loeb (loeb@geocub.greco-prog.fr) January 28, 1992 ------------------------------------------------------------- Electronic Protocol Games played on the Diplomacy Adjudicator ------------------------------------------------------------- **** TABLE OF CONTENTS **** PART ONE - Opinions, Letters, and Editorials: Continuing Goofy Play Discussion Summary Suggestion PART TWO - Summary of all moderated games on the Judge: List of game openings List of EP games on the DA For more info PART THREE - SPECIAL REPORT : A Diplomacy Lexicon by Mark Nelson ***** PART ONE ***** **** CONTINUING GOOFY PLAY DISCUSSION **** From: anonymous1 >I have a question about what exactly consitutes GOOFY PLAY under the EP >house rules... I think I recognise this game, (it's a gunboat game with white press only, so I'm not sure). In this game, country A has been fighting country B. B, once he felt that he was losing basically said, "I'm going to continue to fight A until he or myself are dead; if other people want my territories (e.g., C, D, E, and to some extent F) they can take them." Country A got very upset about this tactic. This tactic was then defended on a couple of points: -- the victors might start attacking each other and leave B alone -- the victors might, after taking a lot of B's territory, start propping up B in order to attack A -- revenge of B on A is a valid tactic; a "if I die you won't gain from it" tactic All in all I feel that B tactic, while desperate, is a valid one. At least he's not giving up, rather he is fighting on and hoping that somehow he will survive. ------ From: Eric_S_Klien@cup.portal.com If the GM doesn't want to or can't edit press, he can tell the player to cool it or else. ------ From: Jamie <PL436000@brownvm.brown.edu> I do not think it should count as goofy play to cede your territory to other powers in revenge for someone else stabbing you. Here is my reasoning. It can be useful to THREATEN to cede territory to someone else if the power you are threatening stabs you. But, it is only useful if your threat is credible. If there is a rule against carrying out the threat, then it is not credible. So, to make it illegal removes a valuable bargaining tool. ------ From: anonymous2 You recently published comments ... related to an ongoing press gunboat game.... I do intend to use the fact that I know his ID, <DL: anonymous2 probably meant to say "I do not intend ....> however, could you please make sure in the future that you do not include any commentary form gunboat games, as it can cause real trouble. ------ Reply by Daniel Loeb: I'm really sorry for this situation. (The second time this has happened!) The first time it was partially my fault for not noticing that the game name corresponded to a gunboat game on my list. This time the player was refering to a gunboat game, but did not mention the name of the game nor the fact that it was gunboat. How was I to know that he was talking about a gunboat game. In the future, no one should mention GUNBOAT games to me. After all I could be in the game with the person. The only people you can discuss a gunboat game with are those people you are SURE can not be playing in the game: namely, the GM (if there is one), and Ken Lowe. If NECESSARY, these two people can forward messages to other people after checking to make sure that they are not in the game. Of course, after the game is over, there is no longer any secrecy. I've referred the matter to the GM (if there is one) and Ken Lowe for appropriate action. ------- From: Judge Dash Request <jdr@u.washington.edu> When we have any discussion about a gunboat game, it looks like we should make double sure not to include addresses when publishing articles. This one is my fault as "X" did say "However, the one other player in the gunboat game who has commented...", so I should really have exed out the address before forwarding it to Danny (and would have if I'd read it carefully). "X" should also have raised a red flag upon seeing Danny's "To be published in EP chapter 2" that he included in his reply though. Country-A now knows who Country-B is, but I don't expect it to have any effect on the game as no one should take advantage of this info. ------ From: someone@somewhere Subject: Gunboat trouble To: jdr@u.washington.edu (Judge-Request) A little problem. I am playing in a gunboat game..... An article recently appeared in Danny's chapter that clearly identified the sender as "A" in this game. I am playing "B", and at present have no contact with "A". Nor do I intend to, but I will not quit this game because of this problem. Could you please write to him and tell him to shut up? His address is someoneelse@somewhereelse. People really have to be more careful in gunboat games. **** SUMMARY SUGGESTION **** From: Danny Loeb to Ken Lowe Game which are terminated should have their summary reflect that fact. Perhaps, the terminate command could have an argument which would indicate why the game is being terminated and to whom the victory is being assigned (if anyone). Finally, judge should be programmed to accept draw votes. This would make judge a much more self-contained system. From: Nick Fitzpatrick <nick@SUNBURN.WATERLOO.EDU> Subject: Game 'croatia' on judge, replacement(s?) needed To: Danny Loeb <loeb@NASTASIA> A replacement player is needed for the game croatia, on judge@u.washington.edu. Germany in Fall 1902, has 5 units, but only 3 supply centres, it is presently waiting to make two retreats (followed by two disbands). Not a great position I know, but a replacement player is desperately needed! For more information send the command list croatia to the judge. To take over the position, send signon gcroatia password to the judge (judge@u.washington.edu) where password is a word of your choice. Players unregistered on the judge, should send get info to the judge, to learn how to register. Nick (Moderator croatia) ***** PART TWO ***** **** LIST OF GAME OPENINGS **** Dien - Youngstown - Turkey 11/11 Dagger - Machiavelli - Venice 6/6 Khafji - Unlisted Gunboat No press - Germany 6/6 Signups available for the following games in formation: dram, normandy, cannes, iena, 7senuf, poverty Please volunteer to be a GM. **** LIST OF EP GAMES ON THE DA **** --- EXPLANATION --- Here is an update on games played on Judge. Each game is represented by a line of data (followed possibly by a line of comments --- please send me comments I can use if you are a GM!). The games are sorted according the the variant rules which are used. The 1st column gives the name of the game including a "#" if the game is a "private" or "unlisted" game. The 2nd column gives its Electronic Protocol number if available. If the game is published in another EP chapter (other than number two), then that is indicated after a slash. The 3rd column gives the name of the GM (see list of GMs below). The other columns give updates on this game in chronological order with the most recent entry on the right. The updates for a game in formation indicate the number of players needed to start. For example, -5. The updates for a game in progress indicate the season (F for Fall or S for Spring), the last 2 digits of the year, and the phase (M for movement, B for builds, and R for retreats). All this is possibly followed by the indication of the number of replacement players (-1), temporary replacements (T1) needed, or needed later on (*1). I'm listing the status of each game not only for this week but for the last several weeks, so that you can see not only where the game is, but how fast it is moving. Please tell me if this extra information is useful to you. --- LIST --- Name EP# GM Oct4 Nov4 Dec5 Dec20 Jan3 Jan 19 Jan28 ------- --- -- ----- ---- ---- ----- ---- ------ ----- STANDARD RULES cubit jdr -4 S01M dram jdr -4 banditos 149 j_oreganS03M S05M S07M F07M F07R F07R F07B Black press is allowed marengo 129 scottb S03M S05M F06M F07M F07M S08M F08M Turkey reborn. Many countries homeless. osijek 137 cebulad F02M S04R S05M S05M S05R F05R Can Fra/Eng/Ger/Ita stop the Juggestnaut?!?!? paris 134 skiman -4 S02M F03M S04M S04M F04M F04M portnoy 125 koll02 F10M F12M F14M F15M F15M F16M F16M sparrow 133 casmacin S02R F03B S05R F05B S06M S06M F06M Turkey pulls ahead with England close behind. Others envious tiberius 83/8 loeb S10M F11M S14M S15M-1 S15M F15M done 3-way draw - Austria/Italy/Russia after 15 years of combat # normandy loeb -2 -3 -3 -3 -3 -3 -3 All press will be written in French. Le jeu sera en francais. croatia 148 nick -2 F02M F02R F02R F02R-2 S03M For beginners. Ger attacked from all sides, Tur enters Rus. muddle 150 durrell S02M S03M S03M F03M 1 day/turn game. Most/all diplomacy carried out on a MUD. STANDARD GUNBOAT - Identities of players unknown. All messages are public. boadicea 147 pl436000-6 F04M F08M S09M S09M F09M F10M # khafji 138 skiman S03M F05M-1 F05B F05B F05B S06M-1 Fast pace. No press. Delays over a few hours unacceptable. conan pl436000 -5 -3 -2 S01M F01B YOUNGSTOWN RULES (10 players) Extended map including Asia and Africa. dien 124 jdr F07B F09M F10B-1 S11M S11M F11M F11M-1 giggles dwiseman S03M F04B S06R S07R S07R S08M F08M Local ERIM game PURE RULES (7 players) Reduced map with only 7 spaces all connected. cannes loeb -4 -5 -4 -4 -3 -3 -3 LOEB9 RULES (9 players) Spain and Scandinavia are added as extra players. eylau 153 loeb -3 S01M F01B-1 S03M S03M S03M F03M Spain stabs England. Austria/Russia at war. GREAT BRITAIN RULES (7 players) Britain starts with 6 SC's but all armies! hastings 139 loeb S01M F01M F03B F04M F04M-1 F04R F04B Eng's exp force disbands! Ger takes lead as Rus falls in ruins. CHAOS RULES (34 players) Regular map. Each SC is owned by a different player. fontenoy 114/4 jdr S05R-6 S06M F07R F08M F08M S09M S09M 9 players left. Triple alliance Mun/Bel/StP controls 18SC's. iona jdr -20 -15 -13 F00B F00B Just started. 30 players share 34 supply centers. 1898 RULES (7 players) Regular map. Each player starts with only his capital. bataan 152 dmb -3 F99M F00M F00B S01M F01M CROWDED RULES (11 players) 4 more players added, leaving no neutrals. 7senuf jdr -5 -5 -6 -6 -6 -6 -6 emu mjmcleod S02M-4 S02R-1 F02M-2 F02M-2 F02B S03M MACHIAVELLI RULES - An economic variant of Diplomacy marketed by Avalon Hills vega cebula -7 -5 -4 -3 -3 S54M S54M Aus & Tur available. 1st move not yet processed. Contact Dave. dagger jdr ??? S56R S57M U57R U57R F57M F57M-1 poverty andre -6 -6 -6 -5 -5 **** FOR MORE INFO **** 1) FOR A PARTICULAR GAME: For more detailed information about game's current status: Send "LIST <name-of-game>" to JUDGE@U.WASHINGTON.EDU For the game's history: Send "SUMMARY <name-of-game>" to the JUDGE For regular game updates: Send "OBSERVE <name-of-game> <password>" to the JUDGE For a copy of the variant rules: Send "GET INFO.<name-of-variant>" or "GET PRESS" or "GET GUNBOAT" For other information (including house rules): Contact the GM. (See list below) 2) FOR THE JUDGE IN GENERAL: For general information about the judge, Send "HELP" to the JUDGE For an update of the list of games given above: Send "LIST" to JUDGE@U.WASHINGTON.EDU For a more detailed list: Send "LIST FULL" to the JUDGE To be informed of all changes in the list of games, Send "OBSERVE CONTROL <password>" to the JUDGE. For a copy of the default house rules: Send "GET EP.HOUSE.RULES" to the JUDGE. For other information: Contact me (loeb@geocub.greco-prog.fr) or Ken (jdr@u.washington.edu) 3) FOR THE ELECTRONIC PROTOCOL IN GENERAL: For general information: Contact the editor Eric Klien (eric_s_klien@cup.portal.com) 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 archivist, jlitvin@swtec1.intel.com/John Litvin **** LIST OF GAME MASTERS **** Brian Bacher bacherb@physics.orst.edu David M Bowen dmb@bigd.cray.com dmb@sequoia.cray.com Dave Cebula cebulad@physics.orst.edu Jamie Dreier pl436000@brownvm.brown.edu, pl436000@brownvm.bitnet Bryant Durrell durrell@umaxc.weeg.uiowa.edu Nicholas Fitzpatrick nick@sunburn.waterloo.edu Nawwar Kasrawi skiman@leland.stanford.edu Edward J Koll koll02@snybufva.bitnet Koll02@snybscva.bitnet Danny Loeb loeb@nestor.greco-prog.fr Ken Lowe jdr@u.washington.edu ken@milton.u.washington.edu Michael Luft scottb@cs.utexas.edu Sean MacIntosh casmacin@atlas.cs.upei.ca John Aidan O'Regan J_ORegan%csvax1@iruccvax.UCC.IE Andre Verweij andre@duteina.tudelft.nl andre@hlniob.uucp ***** PART THREE ***** **************************************************************** * A DIPLOMACY A-Z <VERSION 1.1> A DIPLOMACY A-Z <VERSION 1.1>* **************************************************************** VERSION 1.1 compiled for distribution by Mark Nelson. ************************************************************************** *INTRODUCTION * INTRODUCTION * INTRODUCTION * INTRODUCTION * INTRODUCTION* ************************************************************************** This document is intended to be a self-contained reference to the world of diplomacy, almost exclusively the world of the snail-mail diplomacy hobby. To that end, where possible, every hobby term/name that is mentioned in one citation receives its own entry. For instance Version 1.0 was prepared by Richard Egan for publication in his zine _Vienna_: We try to tell you who Richard Egan was and what his zine was like. However the primary aim of this document is to define technical terms refering to the play of the game and define terms that diplomacy hobbyists might use. It is not intended to provide reviews of diplomacy variants or to be a "Who's Who" of diplomacy hobbyists, there are seperate files for these areas. (Or at least at some stage in the future there *will* be files, possible...) In the following `hobby' almost always means the snail-mail hobby, if we mean the email-hobby we say the `email-hobby'. ***************************************************************************** *HISTORY OF THIS PROJECT * HISTORY OF THIS PROJECT * HISTORY OF THIS PROJECT* ***************************************************************************** VERSION 1.0 was written by Richard Egan and originally appeared across several pages of Richard's English snail-mail zine _VIENNA_. To be exact: Entries for A-C Reprinted from Vienna 58 (August 1989), Entries for D-F Reprinted from Vienna 59 (Septembet 1989), Entries for G-I Reprinted from Vienna 60 (October 1989), Entries for J-L Reprinted from Vienna 61 (November 1989), Entries for M-O Reprinted from Vienna 62 (December 1989), Entries for P-R Reprinted from Vienna 63 (January 1990), Entries for S-U Reprinted from Vienna 65 (March 1990), Entries for V-Z Reprinted from Vienna 66 (April 1990). Entries denoted by <RE:89-90> come from this series. VERSION 1.1 In January 1992 Mark Nelson <amt5man@sun.leeds.ac.uk> retyped Version 1.0 for distribution by the email hobby and added a few clarifications. This are denoted by <MN:Jan92> in the following. Version <1.1> was distributed through Danny Loeb's CHAPTER TWO and a few copies were distributed to FTF hobbyists for comments. LAST UPDATED 25th January 1991 VERSION 2.0 Mark Nelson is currently adding Mark Berch's defintive `Lexicon of Diplomacy' to this Diplomacy AZ. This is expected to be ready for distribution in April 1992. Until that time he would appreciate any corrections/additions to be mailed to him. ************************************************************* * ENTRY EXPLANATION * ENTRY EXPLANATION * ENTRY EXPLANATION * ************************************************************* An entry takes the form NAME (n) <AB:time>. NAME is the name of the entry (!), (1) means that this is the first entry (2) the second etc...As different people use some words to mean different things the aim is to as many alternatives as possible. Also some of these entries amplify earlier ones. AB is the person who wrote the entry (in this case it's either RE=RIchard Egan or MN=Mark Nelson) and time gives the date of the review. I've used two figure years, so when we reach the next century the custodian is either going to have change these dates or use four-figure dates for entries in the next century. But I kinda figure that that will his problem, not mine! **************************************************************************** **************************************************************************** ANSCHLUSS (1) <RE:89-90> An alliance between Austria and Germany, usually started in 1901, in which the two powers agree to play as one to reduce their initial vulnerability as central (and surrounded) powers. Although they take their name from the annexation of Austria by Nazi-Germany in Match 1938, Anschluss alliances are generally regarded as essentially pro-Austrian, with Germany using diplomatic leverage to discourage other powers - in particular Russia (with the threat of standing him out of Sweden in 1901) - from attacking his ally. The advantage for Germany is that it is statistically provable that the latter power is far less likely to win if Austria is eliminated early in the game. BALKAN GAMBIT (1.0) <RE:89-90> A name given, like most, by Richard Sharp, to a particular group of Austrian opening moves in Spring 1901, all of which share in common the order A(Bud)-Ser (and usually F(Tri)-Alb). The name explains it all: a `Gambit' is a move that risks loss in one area for a hopefully better chance of gain elsewhere, in this case the Balkans. It is a commitment by Austria to taking up two centres in the south (Serbia and Greece) and is thus generally regarded as anti-Turkish. There are several variations, mostly involving A(Vie), of which the Trieste, Budapest and Galicia versions traditionally account for a significant proportion of Austrian opening moves - indeed, Balkan Gambits are widely regarded as the only `sensible' alternative to the 'Southern Hedgehog' (qv). Notice should also be taken of the so called "Houseboat" variation of the Balkan Gambit, in which F(Tri) Holds instead of moving to Albania. (2) <MN:Jan92> The Balkan Gambit is most commonly defined as *any* Austian opening which includes the moves A(Bud)-Ser & F(Tri)-Alb. In the 1960's it was common to see the Budapest variation (A(Vie)-Bud), an attempt to take three centres. In the early 1970's Italy often opened A(Ven)-Tri and accordingly the Budapest variation lost favour and was the Trieste variation was more commonly used (A(Vie)-Tri). The Balkan Gambit is a risky opening, if both Italy and Russia attack Austria in Spring 1901 it is unlikely that Austria will live to tell the tale. A commonly seen variation is the Galician (A(Vie)-Gal) which offers Austria some defense against most hostile openings. In the 1980's Italy has moved towards opening A(Ven)-Tyr, A(Rom)-Ven. Accordingly some Austrian players have used the rarely-seen Tyrolian variant A(Vie)-Tyr which, if Russia is friendly, gives Austria a strong position provided Italy has opened to Tyr and not Tri... Postal play has, on occassion, seen the Bohemian variant but this has nothing to commend it to Austrian players; even if England/France/Italy & Russia have all agreed to attack Germany... Finally in the early 1970's the A(Vie)H option attracted support from Don Turnbull, I presume as a result of FTF experience as this opening has not (to my knowledge) been played in a British postal game. BIRSAN, Edi (1) <MN:Jan92> American hobbyist who first came to promince in the late 1960's. Inventor of the Lepanto Edi was one of the top American players throughout the 60's and 70's, winning several invitational games. Also active in hobby politics for much of these period. These days takes a back seat, subbing to only a couple of zines and playing in the occassional game. 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 publicasion 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 last year, where he achieved greater fame as "the guy with the beard". CLARRIFICATION (from Vienna 59) Further research supports the suggestion that the first commerical version of DIPLOMACY appeared in 1958 - though the 1959 version was significantly closer (and indeed, almost identical) to the modeern 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 latter 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 adjutication caused much dispute. According to the rules the move fails, but did France have any intention of moving the army by sea? 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. 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. DIPLOMACY WORLD (1) <MN:Jan92> An American zine started in 1974 which runs quaterly and which has had anumber 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 the 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 fealt that covergae of the diplomacy world was snyomous with covering North America. DUCK, ARMOURED (1) <RE:89-90> Once stabbed, an Armoured Duck never forgives. Never. His unrelenting hostility to the rogue who stabbed him will over-ride all other considerations - even if it means letting another player win the game. He will carry the memory into every other game he plays, and will make no secret of his cross-game vendetta. Armoured ducks are also noted for preferring one, stable, enduring alliance that will last a game through (and perhaps longer). They will seek out a player they believe they can trust in, and - if the game develops that way- may prove happy to help him win. Armoured ducks always believe everyone else share their attitude, and when they make a stab of their own, will be reluctant to "make peace" with their victim at a later date, for fear of the same, vengeful obsessiveness in return. 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 which is still running. ENGLISH ATTACK (1) <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 Breast, where the French player would rather be building a second fleet. FLYING DUTCHMAN (1) <RE:89-90> Essentialy a face-to-face phenomenon, this is an extra unit slipped onto the board, or exchaged 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 houe 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 mislead 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. GAME OF DIPLOMACY, The (1) <MN:Jan92> One of onlt two books on diplomacy to be commerically published. Published (I believe) in 1978 it quickly wentout of print, it has been an item of desire eversince. Thesedays 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 balenced and presents a distorted picture of the game. 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 mush needed publicity. Something of a collectors item these days. 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 emphasis 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 ennables the players to be ranked in order as all-round tacticians, and overcomes the weakeness that some countries have in Gunboat. Face-to-face Gunboat takes 3-4 hours. HEDGEHOG (1) <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". ITALIAN ATTACK (1) <RE:89-90> One example of the many fully committall 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 is for Russia and Turkey to carve up. This opening is invariably popular with Turkey, Italy's perrenial 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" opening for England along similiar lines (F(Lon)-Yor, A(Lpl)-Yor, F(Edi)-Yor). I believe that Denis has excelled by actually using this opening once or twice. 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 (q.v) 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 believe 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 Austria, Italy and Tunis - and perhaps, at a latter date, Marseilles, Spain and Portugal; this encourages Turkey to stab his ally at an early date, in turn undetmining Russian faith in the alliance. With other powers invariably fostering this distrust through their diplomacy, a successful Juggernaut has now become a rare thing. KEY, Jeff (1) <MN:Jan92> An American publisher, active in the 1960's. He devised the Key Lepanto and the Key Variant. KEY LEPANTO (1) <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 supramacy 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 (q.v), 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, however most Italians allowed into Trieste refuse to move out in Autumn, with horrific consequences for beleagued Austria. Consequently, despite the overwhelming popularity of the Lepanto as an opening, the Key Lepanto itself is rarely seen. (2) <MN: Jan92> The Lepanto was divised by Edi Birsan The standard Lepanto involves A(Ven)H, A(Rom)-Apu and *not*, as stated, Nap. 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. LIVONIAN SYSTEM (1) <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. (2) <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 unusal 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. MAGINOT OPENING (1) <RE:89-90> A strong French opening featuring the Spring 1901 orders: F(Bre)-MAO, A(Mar) SA(Par)-Bur. It assumes an understanding with England over the English Channel, and though it must be regarded as anti-German, the opening still allows France the opportunity to take three neutral centres in Autumn (with A(Bur)-Bel, A(Mar)-Spa and F(MAO)-Por). Naming it after the Maginot Line has emphasised its defensive qualities, but there can be no doubt that the opening poses a direct threat to Munich, and may signal a frontal assualt on Germany by an Anglo-French alliance. This is both a strength and a failing, as it exposes France to a stab from England and is likely to cause maximum offense to a neighbour who is not usual an initial threat to France. However, it does assure the French player of a say in Belgium's future (a useful bargaining chip even if France cannot take the centre himself) without leaving Burgundy unguarded - and still allows him to take both the Iberian centres in 1901. METZKE, Conrad von (1) <MN:Jan92> American hobbyist active in the postal hobby on and off since the mid 1960's. Part of an active San Deigo crowd that discovered FTF diplomacy at the beginning of the decade, many of whom would publish zines before the decade was out. Conrad's COSTAGUANNA was one of the first diplomacy zines and has been published (with many interruptions and folds) since the mid 1960's. Conrad is a renowned writer, an excellent press-writer and responsible for importing RAILWAY RIVALS to the American hobby. Rumoured to be the tallest member of the hobby. NAVB (1) <MN:Jan92> Common abbreviation for the NORTH AMERICAN VARIANT BANK, the world's largest collection of diplomacy variants and recognized by most variant fans as being the decider of most matters relating to variant classification. Set up in the 1970's it has a had a succession of custodians. O'NEIL, BILL (1) <MN:Jan92> Long serving member of the VIENNAMOB who was the first such to launch a zine after the fold of VIENNA. DE EXCIDIO runs a number of games (including the hobby in-game EMPIRES OF THE MIDDLE AGES) in a low-key manner. NELSON, Mark Ian (1) <MN:Jan92> Active in the British Hobby since 1984, active in the international hobby since the Summer of 1987 and involved in the email world since the Summer of 1990. A diplomacy phreak who has published over 200 fanzines and has had many, many, plans for really useful diplomacy projects; this is one of the few ones that got past the `this is a really good idea' stage... NORTHERN DASH (1) <RE:89-90> Another French opening, but one that contrasts markedly with the above. I believe the name was originally coined by Nicky Palmer, and involves the moves F(Bre)-ENC, A(Par)-Pic, A(Mar)-Bur. It is debatable whether this is an aggressive defense or defensively aggressive: it could be seen as a French version of the Austrian Hedgehog openings, standing off attacks from England (F(Lon)-ENC) and Germany (A(Mun)-Bur); alternatively, it could be regarded as an all-out bid for Belgium or attack on England. As a defensive posture, it can only be regarded as a sign of failed diplomacy, since if France can trust neither of his neighbours in 1901, he is surely doomed. Moreover, it doesn't even offer complete protection, as an Italian opening to Piedmont would expose Marseilles; as an offensive, it may be applauded for making such a distinct commitment against England (a power that many DIPLOMACY players regard as France's greatest threat in the early years, and which needs to be eliminated early if it's to be eliminated at all). However, the opening will deprive France of two certain builds in 1901 (Spain and Portugal) unless A(Mar) is stood off by Germany, and this will weaken France in 1902. Less severe is the "Belgian Gambit", which uses F(Bre)-MAO instead. OCTOPUS (1) <RE:89-90> A Russian opening named by Richard Sharp which combines a strong defense in the south with an uncommonly powerful assault on Scandinavia. The name presumably derives from the way the opening exploits Russias interests in so many spheres, spreading tentacles into several areas: the moves are A(Mos)-StP, A(War)-Gal, F(Sev)-BLA and F(StP,sc)-GOB. The Russian player who opens with this can expect to upset England, who usually looks to Norway as his only guaranteed build - in a game with an Octopus, only a full blown Northern Opening (F(Lon)-NTH, F(Edi)-NWG, A(Lon)-Yor) from England will do. A variation of this opening, also named by Richard Sharp, is the Squid, which takes on both the corner powers with A(War)-Ukr. PALMER, Nicky. (1) Active in the UK postal hobby in the 1970s, these days he takes a more passive role not playing in any games and writing the occassional letter. Became involved in the PBM scene and launched FLAGSHIP. A magazine that was intended to be, well, the flagship of the PBM world. In it's early days this gave the postal hobby some publicity but those days seem to be gone for ever... PRESS (1) <RE:89-90> A phenomenon of the postal game (though not entirely unknown in face-to-face play, courtesy of blackboards and the like), press consists of "open letter" statements, usually no more than a line or two from one player to another, which are included in the game report. The limits and style of press permitted may depend on the Games Master (GM), who has to type it up, but there are traditionally four types of press, of which only one is universally banned. The first, "White Press", is the sort to be seen on almost any game report. The second, "Grey Press" involves one player issuing fake press supposedly originating from someone else (for example, Turkey issues this item: "Germany-England: Attack Rusia next turn as planned".). Some house rules do not permit fake press using the suffix "(Govt)", short for "Goverment", such that press labelled "France(Govt)-England" _must_ have been sent in by France. "Black Press", which is never printed, involves impersonation of the GM, including fake deadlines, and (usually) fake changes of address for other players. Finally, there is the "Press Saga", which may have little or nothing to do with the game or its players,may consist of very, very long submissions, and usually tells a story (of sorts) in episodes with each game report. Whether or not the GM publishes the entire saga unedited will invariably depend on his house rules...and how much time he has. (2) <MN:Jan92> The more common definition of Black Press is that includes all fake press releases. Thus Richard's `Grey Press' would be considered to be Black press. QUICK RETREAT (1) <RE:89-90> Also known as a "Rapid Retreat", this is a DIPLOMACY tactic for responding to an unexpected invasion of a player's home centres, or perhaps a realignment of his alliances and/or strategy. A unit not occupying a supply centre, and too far from a home centre to reach it speedily, is dislodged - usually by an ally- in an autumn season, and the player disbands it rather than order a retreat. He is then entitled to build a replacement in a home centre, thus effectively swapping a distant unit for one at home, and pehaps an army for a fleet (or vice verse). RUSSIAN ATTACK/RUSSIAN DEFENCE (1) <RE:89-90> The two main Turkish openings. Both involve F(Ank)-BLA and A(Con)-Bul, widely regarded as the only sensible options for these units in Spring 1901 - with the possible exception of the Western Opening F(Ank)-Con which invariable prompts cries of "Juggernaut". The signiture of the "Attack" is A(Smy)-Arm, which obliges Russia to give serious thought to protecting Sevastapol in the Autumn. He _may_ opt to use F(Sev), assuming a stand-off in BLA in the Spring, but this means surrendering the Black Sea to Turkey; alternatively he can order F(Sev)-BLA again, and hope for a second stand-off with F(Ank)-BLA, but this is a gamble. One of the main benefits of the Russian Attack is that it keeps Con free in Autumn for a powereful F(Con) build. By contrast, the "Defence" often involves an *arranged* stnd-off in BLA, and uses the move A(Smy)-Con, perhaps with a view to following through with A(Bul)-Gre and A(Con)-Bul for two builds. SELF-STANDOFF (1) <MN:Jan92> A tactical maneouver whereby two units (of the same nationality) are used to cover three provinces. Most commonly at least one of these centres will be a supply centre which the player wishes to build in. For example Austria might order: A(Vie)-Bud, A(Rum)-Bud. Unless an UNWANTED SUPPORT is offered this will guarantee the presence of Austrian units in Vie & Rum whilst keeping Bud open for a build. (Assuming that no-one is in a position to dislodge either of these units, and even in this case Bud is still protected.) SHARP, Richard (1) <MN:Jan92> Active in the British hobby between 1972 and 1979 during which time he *ran* most of it, published a widely acclaimed zine (_Dolchstoss_) and wrote one of only two books to be commercially published on the game. circa 1984 he entered the Hobby again, publishing a zine called _Dochstoss_ (curiously familiar in title) which may not have received the wide critical accliam that the first incarnation did but remains one of the best reads in the hobby. STALEMATE LINES (1) <RE:89-90> There are a number of positions on the board where it is possible to maintain a line of units indefinitely against any opponent. These are called stalemate lines, and are achieved by exploiting the way in which provinces border each other (for example, Switzerland and the Mid-Atlantic bottleneck feature in a number of stalemate lines) and a system of units supporting each other supporting each other ("mutual supports"). An early example is the one discover in 1965 by Conrad von Metzke, which uses ten units to hold fifteen supply centres: A(Sev) & A(Gal) SA(Ukr), A's(Ukr, Boh & Bud) SA(Gal), A(Tyr)SA(Boh), F(WMS) & F(Pie) SF(GoL), F(NAf) & F(GoL) SF(WMS). This amply furfills the primary requirement of a successful stalemate line: that it should contain at least as many supply centres as it requires unit to maintain it. In this case, the player coudl afford several `roving' units beyond the line. However, this remains a `minority' stalemate line, rather than a 17-centre position from which it is possible to force a draw: there are countless variations of minority stalemate lines. Note than many will depend on which countries are still active - a line established by England to stop Turkey at the mouth of the Mediterranean would only be secure if France (or Russia or Germany) were not likely or able to raise a fleet in Brest (or St Petersburg, Kiel or Berlin). Stalemates can, of course, be achieved by alliances as well as single powers. TURNBULL, Don (1) <MN:Jan92> Ran the first British diplomacy zine (Albion) which started in 1969 and ran for fifty issues. Albion was a wargames cum diplomacy zine and games were run in a supplement called COURIER which lasted until the end of the 1980's as a fringe zine well outside the mainstream of the British Hobby. Wrote a number of diplomacy articles for the prozine GAMES & PUZZLES which did much to publicize the early diplomacy hobby in the UK. Achieved greater fame (?) as the man who brought Dungeons & Dragons to the UK, for many years he was head of TSR (UK). TYROLIA ATTACK (1) <RE:89-90> A classic Italian opening featuring the moves: A(Ven)-Tyr, A(Rom)-Ven, F(Nap)-ION. One of the most enduring and popular combination of moves for Italy in Spring 1901, it is traditionally regarded as an attack on Austria, although it can also be turned against Germany if, perhaps with French support or encouragement, A(Tyr) attacks Munich in the Autumn. Indeed, this is very ofen an option, since most Austrian players have better things to do with A(Vie) than order to Tyrolia and A(Mun)-Tyr is hardly a common opening for Germany. But if the A(Ven) move can usually be expected to work, the popularity of F(Tri)-Ven with Austria has risen so dramatically with the Hedgehog Opening that A(Rom) will usually be stood off in the Tyrolia Attack. No matter: it protects Venice, and if by chance the move succeeds, Triests or Vienna could be there for the taking. Providing as it does an option on up to three centres, this opening is clearly Italy's best chance of securing five centres in the first year. UKVB (1) <MN:Jan92> Common abbreviation for `The United Kingdom Variant Bank', a collection of diplomacy variants which (supposedly) are available to hobby members for the price of copying and postage. In practice, a good custodian is hard to find. UNWANTED SUPPORT (1) <RE:89-90> The entry really covers two points, since the `Unwanted Support' happens to be a deft response to the `Self-Standoff'. The latter allows a player to, say, cover three provinces with two units - without moving either. Austria, for example, facing a Russian A(Gal) and an Italian A(Ven) in an Autumn turn with only A(Bud) and A(Vie) could orderA(Bud)-Tri; A(Vie)-Tri and be reasonably confident that, if no other units interfered, he would survive without the loss of any home centre irregardless of his opponents' moves. This is called a `Self-standoff', and is also useful in protecting an unoccupied centre or vital province when a player wants to keep his units un-moved. However, it can be thwarted by an `unwanted support', in which the opponent anticipates a self-standoff and, to suit his purposes, orders a unit to support one or other of the `self-standoff' units. In the example above, Italy might order A(Ven) SAA(Vie)-Tri: because A(Vie) was supported, it would succeed in its move, and Russia could capture a centre with the order A(Gal)-Vie. VARIANTS (1) <RE:1989-1990> Any game of DIPLOMACY using rules other than those issued by the publisher, but which is based on them in some way, may be considered a `variant' (thus arguably postal DIPLOMACY is itself a `variant'). However, the term `variant' is usually applied only to one of the vast numbers of games designed by enthusiasts in which a new mapboard is used to replace the standard one, or in which the rules are changed, ammended or exteneded. Variants exist which transfer the game from a European milieu to the world of Tolkien's Middle Earth, to a worldwide setting or to medieval Italy. Others add new units like submarines and air forces, increase the number of players or provide for hidden movement, like Kreigspiel chess. So many variants have appeared over the years that a number of "Variant Banks" have been established within the postal hobby to collect them into archives. Most prominent among these are the United Kingdom VariantBank (U.K.V.B) and the North American Variant Bank (N.A.V.B). VIENNA (1) <MN:Jan92) A UK zine edited by Richard Egan which ran from circa 1986 to 1990. For much of this time it ran to three weekly deadlines, a considerable achievment given the huge number of games it ran (the zine often stretched over 60 pages). Attracted to it a large loyal core of readers (known as the VIENNAMOB) most of whom lived near Bristol. A core-zine for the period. WDC (1) <MN:Jan92> A common abbreviation for `World Dip Con', a diplomacy convention that wonders around the globe and provides a meeting place for those diplomacy fans that are active on the international scene. WDC (1) was held in conjunction with ManorCon in 1988, WDC II was run in conjunction with DipCon in North Carolina in 1990 and WDC III is being in Australia in January 1992. The future of WDC is being discussed by a number of fans in a number of fanzines, WICKED WITCHES (1) <RE:1989-90) The Wicked Witches are England and Turkey, the corner powers. These two have the most defendable home centres on the board, bastions from which they are ideally placed to establish self-sufficient stalemates to stave off powerful neighbours. Though they are on opposite sides of the board, they can still be sometimes found in alliance courtesy of their mutual rivalry with Russia: an alliance of the Wicked Witches is often what Russia fears most. But despite the advantages of their opening positions, these two powers are not especially favoured to win games: their corner positions are difficult to expand from, and will usually rely on a fleet-oreintated strategy (there are seven supply centres on the board which fleets cannot occupy). YORKSHIRE OPENING (1) <RE:1989-90> There are two common English opening fleet combinations: the Northern Openng (F(Lon)-NTH, F(EDi)-NWG) and the Southern Opening (F(Lon)-ENC, F(Edi)-NTH). Each has a `Yorkshire variation' in which A(Lpl) is ordered to (suprise, suprise) Yorkshire- though in his book, "The Game Of Diplomacy" , Richard Sharp uses the phrase exclusively in reference to the move when used in conjunction with the Northern Opening. As such, it is the only move to guarantee Englanda build in 1901, since A(Yor) can guard London against a sneaky French assault through the Channel, and one fleet can support the other into Norway if Russia opens with A(Mos)-StP. The opening vies in popularity with the "Churchill Opening", another version of the Northern Opening in which A(Lpl) is ordered to Edinburgh, from whence it can be convoyed onto the continent by either of the two fleets (most likely A(Edi)-Nwy or A(Edi)-Bel). ZONE (1) <RE:1989-1990> The DIPLOMACY board is often seen as divisible into a number of `zones', the most significant of which are the Eastern and Western zones. Thus England, France and Germany are "Western Powers", whilst Italy, Austria and Turkey are "Eastern" powers (though some people, myself included, often prefer to use "Northern" and "Southern" instead); Russia is seen as straddling the two. Tactics articles often emphasise the need for a player to dominate his own "zone" first, as a prelude to an endgame contest with the leading power in the other "zone" -though naturally other philosophies exist. A thir important zone is the "Neutral Zone" of non-supply-centre provinces that runs from Livonia, through Prusia, Silesia, Bohemia and Tyrolia to Piedmont (and arguably on through the Mediterranean to North Africa). This is the zone that divides East from West, bracketing impassable Switzerland, and the need to cross it in the midgame is sometimes promoted as the single most important factor in winning. Another common use of the "zone" is in establishing a "de-militarised" zone ("DMZ") between two powers- a province or group of provinces into which neither will, if he keeps his promise, send a unit. Thus, Russia might write to Turkey offering to make the Black Sea and Armenian a "DMZ", and England and France frequently start the game with promises to keep the English Channel as one. Footnote: further to the North/South versus East/West debate (see "Zones"), I'm comforted to learn that both John Cudmore and Bill O'Neil prefer the former. John suggests that the tendency to use the latter in DIPLOMACY circles may have a lot to do with the Cold War and, most of all, the fact that it's an American game: "the Americans are very touchy about north/south" divides, he reminded me. Up