Diplomacy Zine -- EP #196 From: Eric_S_Klien@cup.portal.com Date: Wed, 05 Sep 1990 18:14:21 +0000 Issue #196 of ELECTRONIC PROTOCOL: ************************************************************************ This will be the day when all God's children, black men and white men, Jews and Gentiles, Protestants and Catholics will be able to join hands all over this nation and sing in the words of the old negro spiritual: Free at last, Free at last, Thank God almighty, We are free at last. ************************************************************************ Chapter One contains: BLITZKRIEG, GETTYSBURG, RED STORM RISING, and PASSCHENDAELE And is published by daybell@aludra.usc.edu/Donald Daybell Chapter Two contains: DRAGONSLAYER, JACAL, MANHATTAN, VERSAILLES, DRESDEN, and KHAN And is published by tedward@cs.cornell.edu/Ted Fischer Chapter Three contains: MULHOUSE, DAWN PATROL, SNIKKEL-2, BERLIN, SNIKKEL-1, EL ALAMEIN, SQUALANE, UNGAWE, CAPTAIN CAVEMAN And is published by cwekx@htikub5.bitnet/Constantijn Wekx Chapter Four contains: NICKEL, OZARK, DEADLY DAGGERS, YORKTOWN, MONTREUIL-SUR-MER Chapter Five contains: ARCHANGEL, BORDEL, ERIS, MASADA, and YALTA And is published by bmers58!dgibbs@bnrgate/David Gibbs Chapter Six contains: TOKUGAWA, BERLIN WALL, HIROSHIMA, GENGHIS KHAN, SEA LION, VIOLENT PEACE And is published by sinhaa@mcmaster.ca/Anand Sinha ------------ Chapter Seven ------------ No games this issue. Publisher comments: Quote is from Dr. King and was provided by Video Dienstag. I didn't have enough material for anymore issues. Now would be a good time to volunteer to be a scribe or to submit new material. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* NOTICE! *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* From the BBS, BIX: Cookies are being shipped via a military base in Florida. The address to send cookies to is Operation Cookie 179 Evergreen St., N.E. Palm Bay, FL 32907 Cookies need to be well packed (and preferably break-resistant), and will be subjected to very cold and very hot temperatures. From Boston Globe September 5, 1990: AQUARIUM TO SEND A DOLPHIN OFF TO NAVY "The New England Aquarium confirmed yesterday that Rainbow, one of three animals featured in the New England Aquarium's popular dolphin shows, will be transferred soon to a Navy program that conducts research on dolphins and trains them for military work." Go get those nasty Iraqis, Rainbow! We'll send you some cookies! Here is a letter from Magnus Selhammar/magnus@laban.uu.se: I have now tested blind Diplomacy and have found that it isn't especially exiting actually. I would propose another variant which at least would be interesting to see how the players act. Let only six player participate in a game. Let one of the players play two randomized countries, or with some selection rule which I don't think is necessary to use. All the ordinary rules with this exception are used. But of course, as with the most variations, this have probably also been tested, and was found to be extremely booring. But I don't know. Here's an article from loeb@rita.laas.fr/Daniel Loeb: Here is the updated bibliography. The major change is the inclusion of all references to Protocol (issue number is preceeded by P). Notice the lack of articles giving advice on how to play Turkey. In order to get a minimum of four articles per country, you should find 2 pro-Russia articles and 4 pro-Turkey articles. ((Eric's note. You can get these old issues from jlitvin@st860.intel.com/John Litvin)) ****BIBLIOGRAPHY ***BY ISSUE (missing issues contained no articles) **ELECTRONIC PROTOCOL Issue #1: Computer abbreviations Issue #2: Name of game selected Issue #3: Trivia question Issue #4: Big Trivia contest plus player rating system Issue #5: I'm up to Mr. Sandman Issue #6: Free trade won in Canada Issue #7: Gamer's Guide Issue #8: Gamer's Guide Issue #9: Russian Holiday Issue #10: Austria leader says "ah, Mocha mint, how refreshing" Issue #11: Zine auction Issue #12: Turkey Holiday Issue #13: (A) Ten ways to be offensive at a wedding (B) Ten ways to be offensive at a funeral Issue #14: (A) Ten ways to be offensive at the dentist's office (B) "Delta gets you close" (C) Gamer's Guide Issue #15: Gamer's Guide is outdated Issue #16: (A) Gamer's Guide (B) Gamer's Guide Issue #17: (A) Gamer's Guide (B) Gamer's Guide Issue #18: "Looking for a Diplomacy magazine to read or play in?" Issue #19: "When in doubt ... call in the marines" Issue #20: "How you can tell when it's going to be a rotten day" Issue #21: Essay about an Italy WIN Issue #23: Essay about Germany from Melinda Issue #24: Ten ways to be offensive in a doctors office Issue #25: Gamer's Guide Issue #27: Mr. Black article Issue #29: Rambo Roach Issue #31: Mention that I need to archive issues Issue #32: (A) two archivers found (B) France gets hit hard Issue #33: up to three archivers Issue #34: Instability and the Rome-Ankara Axis Issue #36: Star Trek fake press Issue #38: Engame statements, Dip Statistics Issue #39: Another BBS cross advertises with me! Issue #40: (A) Ratings for BUNKER HILL (B) two more BBSes cross advertise with me! Issue #41: The Final Solution Issue #42: Nobody loves me Issue #43: Top Ten Ways to Discourage an Alliance Issue #44: Austrian Openings: A look at the Numbers Issue #45: I am looking for more GMs! Issue #46: How To Make Love In Western Europe: The Triple Alliance Issue #47: Fake press about Larry Bird and the Runestone Poll Issue #48: Prospects for an Anglo-Russian Alliance Issue #49: Top ten Libyan pilot excuses Issue #51: (A) Ally with me or you're a dead duck (B) How to get on your GM's good side Issue #52: My favorite country: Germany Issue #53: (A) Top ten excuses of the Exxon tanker captain (B) top ten new Exxon slogans (C) The Black Sea Issue #54: Gamer's Guide Issue #55: How to lie Issue #56: (A) The mediterranean (B) Quiz (See 58) (C) A New AD&D Character Class: The Dipi Issue #57: (A) The hedgehog -- an asset or a liablity for Austria? (B) Situation adaptability evaulation for mid-management personnel Issue #58: Answer to quiz (See 56b) Issue #59: (A) Gamer's Guide (B) What if the boss catches you playing air warrior? Issue #60: (A) Dixiecon II: The Tradition Continues (B) The Top Ten Ways to Get Kicked Out of a Diplomacy Tournament Issue #61: (A) More comments on the Quiz (see 56b, 58) (B) My Finest Hours Issue #62: (A) The Invention of Diplomacy (B) You'd be rich if you had a nickel... Issue #63: (A) The Long Haul (B) Heaven and Hell Issue #64: (A) Quo Vadis? A Look at Germany in 1901 (B) Top Ten Panamanian Tourist Slogans, May 12, 1989 Issue #65: Austria's Win Without a Fleeting Chance Issue #66: (A) First Impressions (B) Runestone Poll and Charity Pledge Issue #67: (A) The Lepanto Opening (B) Goverment expenditures Issue #68: (A) What They're Saying (B) England Issue #69: Poetic orders from S19990@mitvma.bitnet Issue #70: (A) The Top Ten Runestone Poll Achievements That *Don't* Get You An Award Certificate (B) Analysis of the 1976 Rulebook Issue #71: A Reluctant Decision to Leave Homeland Issue #72: (A) Knighting of four people (B) Feedback from our royal citizens (C) The Miller Number Custodian And Those Funny-Looking Numbers (D) A Spy At Cambridge (E) Diplomacy Woody Style Issue #73: Analysis of the 1966 Rulebook Issue #74: (A) Top Ten Chinese Tourist Slogans (B) Zine Register #14 Review of Passchendaele (C) I/T two-way draw endgame statement Issue #75: (A) The Ten Diplomanments (B) Good Bye Charlie, The First in a Series on "Relationships" Issue #76: (A) Description of 1914 from matt@oddjob.uchicago (B) Quiz from Sweet@horizon.css.gov (C) The Top Ten Effects of Anabolic Steroids on Postal Diplomacy Players Issue #77: (A) Some Thoughts on Press Releases (B) Analysis of the 1971 Rulebook (C) Info on Communist Countries Issue #78: (A) Wash your brain with lye soap (B) Answers to Quiz (C) Analysis of U.S. version of 1971 Rulebook (D) Laughs on E-Mail Troubles (E) Winning Against a Stop-the-leader Alliance (F) Mad's Heavy Metal Quiz Issue #79: (A) Surgeon-General warning about zine (B) Contest (C) Top 10 Saluations to Diplomacy Letters, and What They Really Mean (D) A Bag of Tricks for France Issue #80: The International Diplomacy Convention at Birmingham Issue #81: The Bulgarian Gambit Issue #82: (A) Answers to Contest (B) DIP-L discribed (C) ST:TNG criticisms Issue #83: (A) Pity the Monsters (B) 1914 Reprint from the General Issue #84: (A) Russia's Northern Offensive (B) Why are we always impressed by...? Issue #85: BTDT #7 Issue #86: (A) Info about Blind Diplomacy and other variants from Chris Dodd (B) Rest of BTDT #7 Issue #87: (A) My Ten Best Accomplishments In Postal Diplomacy (B) An Interview With Bruce Linsey Issue #88: Caporetto Issue #89: (A) The Unorthodox Game-Long Eastern Alliance (B) rec.games.frp.pbn voting Issue #90: Runestone Poll results Issue #91: Blind Diplomacy rules from Jeff Okomoto Issue #92: Triple Alliances Issue #93: (A) Losing (B) Top Ten Silly Concepts for Diplomacy Variants Issue #94: Splitting the Russian Attack Issue #95: (A) 1958 Diplomacy rules (B) Letter about Coastal Crawl Issue #96: BTDT #8 Issue #97: more BTDT #8 Issue #98: (A) Calhamer scores for our players from matt@oddjob.uchicago.edu /Matt Crawford (B) end of BTDT #8 Issue #99: (A) Varieties of Diplomacy Players (B) More You'd Be Rich If You Had A Nickel... Issue #100: Reputation: The Key to Success? Issue #101: Diplomacy - The Churchill Opening Issue #102: England - Perfidious Albion Issue #103: Russia: Tips That Will Lead to Quick and Painful Defeat from Doug Ingram Issue #104: France: The Key to the World Issue #105: (A) The Reverse Lepanto -- Who Said It Couldn't Be Done? (B) The Austro-Turkish Alliance Issue #106: The Blitz Issue #107: The Problems of Italy from Claw & Fang #17 Issue #108: (A) The Influence of Switzerland (B) How Austria-Hungary Can Dominate the World Issue #109: Beginning of BTDT #9 Issue #110: Middle of BTDT #9 Issue #111: End of BTDT #9 Issue #112: Jutland Gambit Issue #113: Sale of old issues Issue #114: How Not to Get a Puppet Issue #115: My Impression of CanCon 89 Issue #116: How to be a Successful Putz Issue #117: (A) How to handle retreats/disbands/builds question (B) Diplomacy Convoys: As Good As They Look? Issue #118: Yes, Sahib Issue #119: My First Dipcon from Ron Cameron Issue #120: (A) Top Ten Rules of Thumb for Anglophones (B) Postal Gaming and the Fairer Sex (C) Why on Earth Did You Do That (D) Lots of Calvin and Hobbes Issue #121: (A) World Dipcon II information (B) Prophets Do Not Play Diplomacy (C) Oh Yes They Do (D) An Introduction to E-Mail Dip (E) Cooking with Greece Issue #122: (A) The Stab-Stab: Milk it for All It's Worth (B) How to Reject an Article Issue #123: (A) How Springboard Gets Produced (B) The Good Old Days in Graustark Issue #124: (A) The Middle Game in Diplomacy (B) Psychological Diplomacy Issue #125: Been There, Done That #10 Issue #128: (A) Diplomacy Players' Top Ten Favorite Lies by Eric S. Raymond (B) Manuel Noriega's Top Ten New Years Resolutions from Letterman (C) Taxi joke Issue #129: (A) Winning Diplomacy: The Art of Persuasion by Eric S. Raymond (B) Bear story Issue #130: (A) Contest from Danny Loeb (B) Latest Local Wargaming Events (C) How to join a diplomacy list of e-mail games Issue #131: (A) An Introduction to French Openings (B) Plug for Zine Register and North American Zine Bank Issue #132: Beginning of Zine Register #15 Issue #133: More ZR #15 Issue #134: (A) Musical Diplomacy by Danny Loeb (B) South Australian Diplomacy Open 1989 Issue #135: (A) Multiple Worlds (B) 6 More Fakes Issue #136: (A) The Balkans (B) The Belgian Sector Issue #137: (A) Philadelphia taxi drivers (B) More ZR #15 Issue #138: (A) Sun bugs (B) It's Full of Stars! subzine (see 147b) Issue #139: More ZR #15 Issue #140: Will be getting a home computer Issue #141: (A) Sun problems (B) Rec.games.pbm conversation about Diplomacy and computers Issue #142: (A) Top Ten Perrier Slogans from Letterman (B) More ZR #15 Issue #143: End of ZR #15 Issue #144: (A) Variants (B) Use of Press in Diplomacy (C) A Winning Strategy - France (D) The Negotiational Missive (E) Les Liaisons Dangereuses (F) Variant Diplomacy at its Best (G) Obtaining a Digital Diplomacy Map by Michael Hall Issue #145: World Dipcon II information - Newsletter #3 Issue #146: (A) Lack of disk space problem solved (B) Rec.games.pbm conversation about the name Hohenzollern Issue #147: (A) David McCrumb's comment to (138b) (B) Choosing an Ally (C) Natural Enemies--A Myth (D) Big Win Saturday Night from Eric Brosius Issue #148: (A) A case for the triple alliance from Graustark #41 (B) Zines Received (C) The back page (D) USPS letters Issue #149: Private Postal Diplomacy Issue #150: (A) How to Open Communications in Diplomacy (B) Two neat questions (See 154c) Issue #151: beginning of BTDT #11 Issue #153: end of BTDT #11 Issue #154: (A) Top ten soviet inducements to the lithuanians from Letterman (B) Sale of old issues (C) Answers to questions from #150c Issue #155: Metadiplomat Issue #156: USPS responses Issue #158: (A) Three classified ads (B) The Mahler Game Completion Index by Eric Brosius Issue #161: (A) 1990 Runestone poll ballot (B) 1990 Hobby awards ballot (C) CAN-CON '90 Preregistration form (D) Pudgecon Revisited (E) Milestones #3 The 500 Issues of Graustark Issue #162: Discussion from Rajeev Jog about article in EP #89 and how the article related to his game. Issue #163: Biology of snack cakes from talk.rumors on Usenet Issue #164: Pulling the Gaolie Issue #165: (A) THE TOP TEN SIGNS THAT YOU'VE PICKED THE WRONG ALLY (B) Metadiplomat #15 without the games. Issue #166: (A) Comments about weird bounces. (B) Newsletter #5 about World Dipcon II Issue #167: The Forged Letter Issue #168: (A) Weak Sister's Diplomacy Issue #169: (A) A contest plus (see 170) (B) Bruxcon/Tomatocon '86 (C) Drinker's Fault Finding Chart Issue #170: (A) Answers to contest in EP #169 (B) Plus new contest (C) Ad for the Diplomat Issue #171: What's Up, Doc? Issue #172: (A) Power Vs. Strength (B) What Ten Years have Wrought (C) Simpson's Picture from Richard_V._Lamb@ub.cc.umich.edu, (D) A GUEST EDITORIAL from Herb Barents Issue #173: (A) CREATING LIFE (B) CANCELING THE POSTAL MONOPOLY (C) Taking the Lepanto's Logical Conclusion Issue #175: (A) Contest (B) The Play of Russia (C) MUST A STAB PRECEDE SUCCESS? Issue #176: (A) THE AUSTRIAN NAVY (B) A SHORT HISTORY OF THE BOARDMAN NUMBERS (C) THE ORIGIN OF FLAGS -- PART I (D) THE ORIGIN OF FLAGS -- PART II Issue #177: (A) How to use E-MAIL from sun!ub.cc.umich.edu!Richard_V._Lamb/Richard Lamb (B) DIPCON XXII TOURNAMENT: SOME IDEAS WORTH IMPROVING AND KEEPING Issue #179: Idea for new variant by Michel Malhomme/malhomme@enst.fr plus comments on it. Issue #180: STABS Issue #181: (A) Applications of Modern Technological Warfare to Face-To-Face (B) Diplomacy Issue #182: Comments about Runestone Poll Issue #183: (A) FREDRICK THE GREAT'S REVIVAL, OR HOW TO SURVIVE WITH A FLAT-OUT ATTACKED GERMANY (B) Fighting The Winner (C) Hyperspace article from John O'Regan Issue #184: Part one of CRIME AND PUZZLEMENT by barlow@well.sf.ca.us Issue #185: Part two of CRIME AND PUZZLEMENT by barlow@well.sf.ca.us Issue #186: (A) Suggestions on classifying articles from loeb@geocub.greco-prog.fr/Daniel Loeb (B) How to Play Germany from Saint George and the Dragon, No. 35 (C) Comments on Runestone Poll Issue #187: (A) Announcement that I have switched to EP numbers. (B) Announcement correcting misinformation in EP #184 and #185 (C) Announcement that I am looking for BBS to bill donations for e-mail case. Issue #188: (A) A Diplomacy "Variant": Casino Blackjack by rutgers!bcr!nvuxh!hall/Michael D. Hall. (B) Comments on Runestone Poll Issue #189: (A) Classified ad for London flat (B) KIBITZING by loeb@rita.laas.fr or loeb@geocub.greco-prog.fr /Danny Loeb (C) SUPER DIPLOMACY by Danny Loeb (D) The Diplomacy Programming Project by Danny Loeb (E) THE MOUTH OF SAURON VOLUME VI: XIII (July 1990) from m.i.nelson@gdr.batch.ac.uk/Mark Nelson **PROTOCOL Issue #1: (A) Italian Openings from Diplomacy Digest #110 (B) reprint of 21a Issue #2: (A) Variance #1 (B) reprint of 40ab? Issue #3: Preprint of 144e Issue #4: (A) Preprint of 168 (B) Variance #2 (C) reprint of 53c? Issue #5: (A) reprint of 169b (B) reprint of 169c (C) Variance #3 Issue #6: (A) Once Upon a Deadline from Costaguana Volume XI, issue II (B) A Rulebook Quiz from Once Upon a Deadline (C) reprint of 62a Issue #7: (A) Examining the Dogs of War by Richard Bender, a PROTOCOL subscriber (B) Reprints of 70b and 73. (C) Variance #4 Issue #8: (A) An Old Controversy Revisited from Voice of Doom #85 (B) Copy of first Graustark (C) Strategic Diplomacy: Part 3: Germany from Parodoxymsm #4 (D) Getting Under Foot from The Pouch #53 (E) England: Teutonic Brotherhood from Masters of Deceit Issue #9: (A) Variance #5 (B) Dumping an Ally from Passchendaele #29 (C) The Ionian Intrusion from Voice of Doom #85 Issue #10: (A) Runestone Results (B) Principles of End Game Play, Part I, Last Stand in StP (continued P11a) (C) Mad Re-examines some wise old sayings from MAD #284 Issue #11: (A) (P10b continued) (B) Face-to-face Versus Postal from Supernova Issue #12: Germany - Everyone's Underdog from The Watergate Vol. 1 Issue 34 Issue #13: Fighting for Scandinavia from the Pouch unknown issue number Issue #14: Reprint of 13ab, 14a, 24, 27, 44, 52, 79bcd Issue #15: The Green Machine and Russia: The Ice Queen Cometh from Masters of Deceit Issue #16: (A) reprint (B) Variance #6 and #7 Issue #17: Reprint of 135a Issue #18: Reprint of 145, 46 Issue #19: Variance #8 Issue #20: (A) Variance #9 (B) Reprint of 89a Issue #21: Variance #10 and #11 Issue #22 DIPCON XIX: MY FIRST TOURNAMENT GAMES by Morgan R Gurley ***BY SOURCE **UNKNOWN/ERIC KLIEN: 1, 2, 3, 4, 5, 6, 9, 10, 11, 12, 32, 36, 39, 40, 47, 66b, 70b, 72ab, 73, 77b, 78bcd, 82, 89b, 90, 113, 121, 130c, 131b, 137, 138ab, 140, 141a, 145, 146a, 148d, 150b, 154c, 156, 158a, 161abc, 166ab, 169a, 170abc, 173c, 175a, 182, 186c, 187abc, 188b, 189a, P10a **ORIGINAL (ELECTRONIC PROTOCOL OR PROTOCOL MATERIAL) *Barlow@well... 184, 185 *Richard Bender P7a *Eric Brosius 147d *Ron Cameron 119 *Matt Crawford 98a *David McCrumb 147a *Chris Dodd 86a *Morgan Gurley P22 *Michael Hall: 144g, 188a *Doug Ingram 103 *Rajeev Jog 162 (also 89) *Richard Lamb 172, 177a *Daniel Loeb 69, 130a, 134a, 186a, 189bcd *M. Malhomme 179 *Matt@oddjob... 76a *Mark Nelson 189 *Jon O'Regan 183c *Eric Raymond 128a, 129a *Jeff Okomoto 91 **BEEN THERE DONE THAT: (complete volumes) *Volume 7 85, 86b *Volume 8 96, 97, 98b *Volume 9 109, 110, 111 *Volume 11 151, 153 **BLUNT INSTRUMENTS #1: 169b **BOAST #298 172d **BOSTON GLOBE: *June 13, 1989: 71 *May 21, 1990: 173b **CALVIN & HOBBES: 120d **CANADIAN DIPLOMAT #25:29 **CAROLINA CMND&CMMNTRY:77c **CLAW & FANG #17: 107 **COMMAND: *Volume 3 95a, 95b(by Allan Calhammer) *Volume 15 150a **COSTAGUANA: *Vol XI, #2 P6a? *Vol XI, #7 63b *Vol XI, #13 27 *April 1, 1988 51b **CREAM SHALL RISE #4 68a **DAVID LETTERMAN: 13ab?, 14a, 24, 49, 53ab, 64b, 74a, 128b, 142a, 154a **DIPLOMACY DIGEST: 21, #90 135a(by Allan Calhammer), 144e #110 P1a #112 61b **DIPLOMACY WORLD: 18?, 172b? #39 99, 161de #40 44, 51a, 56a, 57a #41 72e, 149 #42 63a, 65 #44 68b, 94, 116 #51 44, 52, 55 #52 23, 60a, 80(by Allan Calhammer) #53 34 #56 117, 177b #58 183a **DIPSOMANIA #4: 148b **DOLCHSTROSS #27 (uk): 27c **ELECTRIC PENGUIN #5: 75a, 169c(via Prot5) **EREWHON: #73 78a #77 79a #84 147c **EVERYTHING #76: 38 **EUROPA EXPRESS #10: 62a(by Allan Calhammer) **EXCELSIOR: #25 93b #26 60b #27 79c #28 70a #29 76b #30 87ab #32 120a #32 165a **FOL SI FIE: #32 172a #35 79b, 172a, 176a, 180, 183b? #79 176a #93 180 **GALLIMAUFRY #58: 124a **GAMERS'S GUIDE: 7, 8, 14c, 16ab, 17ab, 25, 54, 59a (see 15) **GAUNTLET #1: 171 **GENERAL: 83b **GENIE LIVEWIRE,VOL2#2:59b **GRAUSTARK #1 P8b **HAGALIL HAMAARVI #23: 115 **HOOSIER ARCHIVES: 81, 84a, 101, 105a, 106, 112 #38 105a #43 67a (see Supernova) #48 112 #50 101 #52 106 #55 84a #120 81 **IMPASSABLE: 175c **LAST RESORT, THE, #11 43 **LIASONS DANGEROUSES: 176b **MAD: #263 62b #277 84b #284 P10c #286 99b #288 78f **MASTERS OF DECEIT: 92, 144abcd, P8e, P15, **METADIPLOMAT: 155 #13 155 #15 (no games) 165b **NORTHERN FLAME #15: 102 **ODE #55 (uk): 42 **OHIO ACRES: #20 67b #22 57b **ONCE UPON A DEADLINE: 72cd, P6b (see P6a) **ORDANIA: 56b, 58, 61a? **PARODOXYSM: P8c **PASSCHENDAELE: 19?, 20?, 164? (see 74b) #29 89a, P9b, P10b-P11a #84 75b #85 64a #95 118 **PENGUIN DIP #31: 144f, 147b, 148c **PLAYBOY, APRIL 1989: 41 **POCKET ARMENIAN: #2 181 #5 176c #8 176d **POUCH, THE P13 #53: 77a, 79d, 88, 123b, 136a, P8d **RATS #6: 173e **READER'S DIGEST: 128c, 129b **REASON, JULY 1990: 173d **REBEL: 14b **REC.GAMES.PBM (rnews):141b, 146b **RETALIATION #100: 56c **SAINT GEORGE & DRAGON:175b, 186b **SCRATCH: 173a **SPRINGBOARD: 120bc, 123a #16 120c #26 120b #31 123a **SUPERNOVA (novice): 66a, 67a (orig. Hoosiers Archives), 100, 124b, P11b **TALK.RUMORS (rnews): 163 **TRAGEDY AND HOPE #10: 131 **TYG #50: 121bcde **TYROMANIA #5: 93a **VARIANCE: P2a(=#1), P4b(=#2), P5c(=#3), P7c(=#4), P9a(=#5), P16b(=#6--7), P19=(#8), P20a=(#9), P21=(#10--11) **VICTORIA #27: 134b **VIENNA #10 (uk): 168(via Prot4) **VOICE OF DOOM: #60 83a #85 78e, 114, 122ab, P8a, P9c **WATERGATE, THE 104, 105b, 108ab, 136b Vol. 1, #8 105b, 108b Vol. 1, #9 104 Vol. 1, #13 108a Vol. 1, #15 136b Vol. 1, #34 P12 **YORKSHIRE GALLANT (uk): 46, 53c, #34 46 #38 53c **ZEPPLIN #18: 130b **ZINE REGISTER: (see 131b) #14 74b #15 (complete) 132, 133, 137b, 139, 142b, 143 ***BY SUBJECT **UNKNOWN 5, 10, 11, 12, 14b, 19, 27, 29, 38, 41, 43, 61b, 63ab, 67b, 71, 72abd, 75b, 78, 82c, 83a, 88, 106, 116, 118, 135ab, 137a, (138b,147b), 141b, 144e, 148c, 149, 155, 165b, 168, 170c, 171, 172bd, 173a, 176cd, 177, 181ab , 183b, 184, 185, 189bde, 66a, P6a, P7a, P8a, P8d BTDT 85 86b 96 97 98b 109 110 111 151 153 VARIANCE: P2a, P4b, P5c, P7c, P9a, P16b, P19, P20a, P21 **ADMINISTRIVIA/ZINES Elect Protocol 1, 2, 31, 32a, 33, 39, 40, 45, 98a, 113, 138, 140, 141a, 146ab, 154b, 158a, 166a, 186a, 187ab, 187c Chosing a zine 18, 82b, 89?, 119, 121bc, 121d, 130bc, 148b?, P11b Runestone Poll 47, 66, 90, 161ab, 182, 186c, 188b, P10a Zine Register 74b, 131b, 132, 133, 137b, 139, 142b, 143 Conventions 60b Birmingham 80 Brux/Tomatocon 169 CanCon 115, 161c Dipcon 177b, P22 Dixiecon II 60a Pudgecon 161d South American 134b World Dipcon II 145, 166b BNC/MNC 72c, 176b History 62a, 87ab, 95b, 120b, 123b, 158b,161e, 172b, P8b ====> see also Allan Calhammer artices above, and standard rules below Life of a Zine 122b, 123a **HUMOR Diplomacy farce 36, 51b, 56c, 68a, 69, 70a, 72e, 74a, 76c, 79c, 93b, 128a, 147d, 165a Lists of Ten 13ab, 14a, 24, 49, 53ab, 64b, 74, 76c, 79c, 93b, 120a?, 128a, 142a, 154a, 165a Mad magazine 62b 84b 99b 78f, P10c Other 57b, 59b, 78d, 79a, 128c, 129b, 163?, 169c **POLITICS 6, 77c Postal Service 148d, 156, 173b **RULES/VARIANTS 93b, 134a, 144af, 179, 188, 189bc "Standard" 70b, 73, 77b, 78c, 144g(map), 1914 83b Blind 86a, 91 **STRATEGY Quiz/Trivia 3, 4, 56b, 58, 61a, 78a, 79b, 82a, 130a, 150, 154c, 160a, 170a, 170b, 175a, P6b Gamer's Guide 7, 8, 14c, 16ab, 17ab, 25, 54, 59a / 15 Puppets/Losing 51a, 93a, 114, 164, 167, Letters/Press 77a, 79c, 144bd, 150 Psychology 99a, 100, 124b, 129a Regions Mediterranean 56a, P9c Balkans 121e, 136a Lowlands 136b Scandinavia P13 Summer and Winter 117a Convoys 117b? Early Game/Openings 44, 64, 67, 101, 131, P1a Middle Game 124a, 172a End Game P10b, P11a Nations Austria 44, 57, 65, 108b, 176a England 68b, 101, 102, P8e France 32b, 79d, 104, 131a, 144c Germany 23, 52, 64a, 112?, 183, 186b, P8c, P12 Italy 21, 56?, 107, P1a Russia 175b, P15 / 103 Turkey / 81 Alliances 147bc Stabs 122a, 180, P9b / 175c AT 89a, 162? EFG 46 ER 48 / 84a IT 34, 74c, 105b / 36a, 105a, 173c RT / 53c Large Alliances 92, 148a, 183b/ 78e Here's an article from death@watcsc.waterloo.edu (Trevor Green): Okay, here are the rules to e-Nomic: (Note: These still need a beta-test, which I intend to give them this fall.) E-NOMIC - A modification of Dr. Peter Suber's game "Nomic" as delineated in _Metamagical Themas_, a book by Dr. Douglas Hofstadter. INITIAL SET OF RULES OF E-NOMIC Fundamental Rules 000. All Members of a Parliament, as well as the Speaker, must abide by all the Rules then in effect, in the form in which they are then in effect. The Rules in the Initial Set are in effect when a Parliament opens. The Initial Set consists of Fundamental Rules 000-005, Immutable Rules 200-211 and Mutable Rules 300-311. 001. A Rule is in effect if: it has not been repealed, amended or otherwise altered; or if it has been re-enacted subsequent to any repeal, amendment or other alteration. If any Rule conflicts with an Fundamental Rule, the Fundamental Rule takes precedence. If any Rule conflicts with a Rule in the Initial Set, and both Rules are in the same Category, the Rule in the Initial Set takes precedence. 002. No Fundamental Rule can be amended, repealed, transmuted, or otherwise altered, nor may any Rule or amendment which could directly or indirectly result in the amendment, repeal, transmutation or other alteration of an Fundamental Rule be enacted. No Rule can claim to take precedence over any Fundamental Rule. 003. The Speaker of a Parliament, as well as the initial complement of Members of a Parliament, is to be decided and agreed upon before said Parliament opens. Only the Speaker of a Parliament can open the Parliament. 004. Before the Speaker opens Parliament, as well as at any point during the session of a Parliament, the Speaker may enact, amend or repeal Speaker's Rules to clarify situations or to outline rules of conduct for the Members of Parliament. These Rules shall be numbered beginning with 100, and each Speaker's Rule shall receive the next successive integer. Only the Speaker can enact, amend or repeal a Speaker's Rule, and additionally the Speaker cannot enact, amend or repeal a Rule other than a Speaker's Rule. No Speaker's Rule may be transmuted, nor may any Rule be transmuted or otherwise altered so that it falls into the Speaker's Category. The Speaker is also responsible for enacting rules to instate new members and for disciplining Members for failing to abide by the Rules then in effect, as well as replacing Members who resign or otherwise leave the Parliament. Nobody other than the Speaker may discipline a Member for failing to abide by the Rules, nor may anyone other than the Speaker propose a rule change which would change anyone's Member or Speaker status. 005. Each Rule shall be assigned no fewer than one Category. Initial Categories are: Fundamental, Speaker's, Immutable, Mutable. The Fundamental and Speaker's Categories cannot be eliminated. If a Category should be eliminated, any Rules that should be then assigned that Category will be considered transmuted to the Fundamental Category. Immutable Rules 200. A Parliament comprises the Speaker of the Parliament, the various Members of Parliament and the Rules of the Parliament then in effect. 201. A rule change is any one of the following: the re-enactment of a Rule; the enactment, repeal or amendment of a Mutable Rule; the repeal or amendment of an amendment; or the transmutation of a Rule from one Category to another. 202. Each proposed rule change must be sent to the Speaker, who will in turn send a copy to each Member. Every Member must participate in every vote on rule changes. 203. Each proposed rule change shall be given an ordinal number for reference. The numbers shall begin with 400 and each successive rule change proposed in the proper way shall receive the next successive integer, whether or not the proposal is adopted. If a Rule is repealed and then re-enacted, it receives the ordinal number of the proposal to re-enact it, and it retains the Category which it had had most recently before its repeal. If a Rule is amended or transmuted, it receives the ordinal number of the proposal to amend or transmute it. If an amendment is amended or repealed, the entire Rule of which it is a part receives the ordinal number of the proposal to amend or repeal the amendment. 204. Rule changes that transmute Immutable Rules into Mutable ones may be adopted if and only if the vote is unanimous among the Members. 205. Rule changes that are inconsistent in any way with some Rule are wholly void and without effect. A rule change may not transmute a Rule and amend or repeal it at the same time, implicitly or explicitly. 206. After a rule change is proposed, any Member may suggest amendments or debate the proposal before the vote. A reasonable amount of time must be allowed by the Speaker for this debate. The original proponent of the proposal decides the final form in which the proposal is to be voted upon, and the Speaker decides the time to end debate and vote. 207. There must always exist a Rule or Rules under which an attainable situation with at least one winner exists. 208. A Member may always resign, thus forfeiting his capacity to win. 209. There must always be at least one Rule outside the Fundamental and Speaker's Categories. The adoption of rule changes must never become completely impermissible. 210. No rule change is impermissible solely on account of self-reference or self-application of a Rule. 211. That which is not explicitly prohibited or regulated by a Rule or set of Rules is permitted and unregulated, with the sole exception of rule changes, which are permitted only when a Rule or set of Rules explicitly or implicitly permits it. Mutable Rules 300. Members shall alternate turns in an order pre-determined by the Speaker, taking one whole turn apiece. Turns may not be skipped or passed and parts of turns may not be omitted unless it is permitted by another Rule. All Members begin with zero (0) points. 301. A turn consists of two parts, in this order: (1) proposing one rule change and having it voted on, and (2) the determination of the score. 302. A rule change is adopted if and only if the result of the vote is a majority among the Members. 303. The Members who vote against winning proposals shall receive 10 points apiece. 304. The Member who proposes a rule change which is adopted receives 5 points per vote in favour of the proposal. 305. Each Member has exactly one vote, which must be cast either for or against a proposal. 306. No Rule may be assigned more than one Category. 307. At no time may there be more than 25 Mutable Rules. 308. Subject to Rule 001, If two Rules from different Categories conflict with one another, then the Rule which is assigned the Category which appears first in the following list takes precedence: Fundamental, Speaker's, Immutable, Mutable. If two Rules with the same Category conflict with one another, then the Rule with the lower ordinal number takes precedence. 309. If two Rules claim to take precedence one over the other, or to defer one to the other, then they are in conflict and subject to the Rules which decide such conflicts. 310. If Members disagree about the legality, interpretation, application or other points of a Rule, then the Speaker is to judge the question. Disagreement, for the purpose of this Rule, may be created by the insistence of any Member. Such a process is called invoking judgement. When judgement has been invoked, the current Member's turn is not concluded until the Speaker has passed judgement and ruled for the turn to continue. All judgements must be in accordance with all the Rules then in effect, unless the Rules are in conflict. 311. If the Rules are changed so that further play is impossible, or if the legality of a Rule is impossible to determine with finality, or if by the Speaker's best reasoning any action appears equally legal or illegal, then Parliament is declared closed. The winner is the one Member who has more points than any other Member: if two or more members have an equal number of points then they shall win jointly or severally. This Rule takes precedence over any other in determining the winner. Here's an article from Joris Pinkse and Constantijn Wekx/ cap@htikub5.bitnet and cwekx@htikub5.bitnet: ARE DIPLOMACY GAMES PREDICTABLE ? We think they are to a certain extent. We have examined 24 games supervised by Eric Klien. Only games that had 7 players, that were finished after 1903 and that did not result in a 5-,6- or 7-way draw were considered. We tried to predict who would be included in the draw (or who would win the game) on basis of the number of supply centres controlled by each of the powers during the first three years. We split the data up into two sets; 16 games were used to construct the model, the other 8 to test the validity. We first divided the set of possible outcomes for any country into four categories: 1. elimination 2. survival 3. included in a 3- or 4-way draw. 4. included in a 2-way draw or winner of the game We then tried to obtain some information on the relationship between the number of supply centres at the end of each of the first three years and the position in the final result by means of the Ordered Response Model (Least Squares would be a major fallacy). The bounds involved with this estimation procedure were optimized by trial and error. As we were to check the validity afterwards with the control group this does not invalidate our results. We doubted that the disturbance term used in the estimation procedure would incorporate a normal distribution; therefore we used a semi-parametric estimation method as was devised by Peter Kooreman and Bertrand Melenberg. We now (hoped we) had a reasonable approximation for the final result. The only problem that remained was that the results could be impossible, e.g. France included in a 3- or 4-way draw and Austria wins or is included in a 2-way draw. We then minimized some ad-hoc penalty function continuing to use the larger dataset to be able to derive a procedure that would lead us from the data on the number of supply centres in the first three years to the final results. We would like to stress that the whole procedure is rather ad-hoc, no distinction has been made with respect to the power involved and no attention has been given to possible alliances that usually occur more often than others. Anyway, we checked the results with the control group of 8 games. Results: Included in the draw Survivor Eliminated 1. HMS Hood Reality EFRT I AG Predicted FRT EI AG 2. Cold War Reality AEG FI RT Predicted A EFGIT R 3. Hugo Reality AER FI GT Predicted AIR EF GT 4. Hohenzollern Reality FGT I AER Predicted FGR A EIT 5. Verdun Reality I EFGR AT Predicted T FGI AER 6. Juggernaught Reality AEFT G IR Predicted EFT AG IR 7. Nickel Reality A EFGI RT Predicted A EFGIR T 8. Snikkel-2 Reality FT EGR AI Predicted FRT G AEI (The games that were used for the determination of the estimation procedure were: HG88,HH88,H89,AA89,AB89,AV89,AW89,Doughboy,Constitution,Trenchfoot, Operation Overlord,Tannenburg,Petain,Dunkirk,Navarone,Bismarck) As you can see the results are quite promising. Note though that some games are and will always be unpredictable; that is what keeps the game of Diplomacy enjoyable. We will explain how you can predict the final results of a game you are playing in or GMing below: 1. Compute the array of indices PRED[1] to PRED[7] for each of the powers by: PRED[i]= -0.08913*NSCSYR1[i] + 0.47785*NSCSYR2[i] + 0.54365*NSCSYR3[i] 2. Determine the array of base predictions by: __ | 1, PRED[i] < 4 | 2, 4 <= PRED[i] < 5.85 BASE[i]=| 3, 5.85 <= PRED[i] < 6.85 |__ 4, PRED[i] > 6.85 3. Now determine the combination of FINAL[i]'s that is closest to BASE[i] with respect to a below explained penalty function such that FINAL[i] satisfies the following conditions: NOT ( ((#i: FINAL[i]=3) > 0) AND (#i: FINAL[i]=4) > 0) ) ( 2 < (#i: FINAL[i]=3) < 5 ) OR ( 0 < (#i: FINAL[i]=4) < 2 ) ) or in plain English: you can not have a 3 or 4 way draw and a 2 way draw or win in 1 game and it takes one or two players to have a game end of category 4 and three or four players to have a game end of category 3. Compute the set of allowed combinations that minimizes: SUM over i |BASE{i}-FINAL{i}|, where |x| denotes the absolute value of x. If there are more than one such sets a change from status 3 to 2 or vice versa should be more penalized than a change from 3 to 4 or vice versa; a factor 2 seems to work quite well. If this does not give a unique solution the difference between the midpoints of the target intervals and the PRED{i}'s should be computed for those i for which BASE{i} differs from the proposed FINAL{i}. The squared sum should then be minimalized. It all sounds rather complicated, but it is surprisingly easy as you can find out in five minutes with a pocket calculator. Joris Pinkse and Constantijn Wekx e-mail to: CWEKX @ HTIKUB5.BITNET or PINKSE @ HTIKUB5.BITNET The following was scribed by dmb@sequoia.cray.com (David Bowen): From Why Me? #14: Me and Turkey by Bob Sergeant In an article, which hopefully few of you have read, I said I would stab Turkey if I were Austria. Not only is that a gross exagger- ation, many people have taken that to mean I would not ally with Turkey at all. I hope to correct the record. Turkey is a powerful country and alliances with her entail some risks, but if the proper requirements are put on alliance, Turkey can be a very useful ally. Consider the Austro-Turkish alliance. Often Turkey starts by de- manding Greece, Rumania or both. Under these circumstances Austria has to feel apprehensive. Let us consider what goals the Austro-- Turkish alliance can set. The most immediate is the elimination of Russia. There are, essentially, four centers which the A-T alliance can split. Rum, Sev, War and Mos. St. Pete will fall to whichever western power attacks it. It can't be held by land under a full scale attack. Now the usual split would be Rum/War for Austria; Sev/Mos for Turkey. Then comes the problem. Austria has to turn toward the centers in central Europe if she doesn't stab Turkey. Turkey is at that point usually sitting with A Mos, A Sev and probably F Bla. The simplest thing for Turkey is to stab Austria. So consider the possibility of Austria taking War, Rum and Mos and not having a unit in Ukrainia at the same time there are units in Mos and Rum. But does Turkey only get Sev? The attack would not then be worthwhile for him. Where would he be going if he didn't stab Austria? Against Italy, of course. And what better way to preserve the A-T alliance by facilitating this by allowing Turkey to take Greece with a fleet. The way is open for him to make a cold attack against Italy, the temptation to stab for Greece is elimin- ated by giving it to him, and the temptation to stab Austria for further gains is minimized by making it impossible to progress by insisting on a fleet being in Greece. Also some insistence should be made that Turkey build nothing but fleets. Turkey will only be going a far a Sev inland. He already has two armies. That's enough. By the same token Austria should never build a fleet. His fleet can go up into the Adriatic when Turkey occupies Greece via Albania, and provide support for an attack on Venice or convoying armies into Apulia. Turkey's progress will be through the Mediterranean, and with Austria's support never needs any additional armies. Turkey will always be moving past Bulgaria and Greece, but those will be _his_ centers. Austria would have to reverse direction to get back to centers under Turk control. Any stab would have to be telegraphed and consequently lose most of its effectiveness. If Turkey and Austria agree to minimize their areas of conflict as above, their alliance is very good and can go game-long. But a Turkey who repeatedly build armies isn't really interested in a long-term alliance with Austria; similarly one who suggests "helping" Austria against Germany by moving westward from Moscow isn't resisting temptation very well. A game long alliance has to be pursued by both parties and since Turkey has the better defensive position he can afford to take a few more risks than Austria to pursue this alliance. But an Austria who has a cooperating Turkey and still begins to build fleets or insists on keeping Greece isn't giving the alliance his best shot, either. Italy and Russia can also ally with Turkey to great advantage, but more about that later. From Why Me? #16: Me and Turkey Part 2 - Russia/Turkey by Bob Sergeant The Russo-Turkish alliance presents several advantages that are not shared by an alliance of either with Austria. The chief among which is the Russo-Turk starts off with a complete edge of the board at its back, an advantage not to be dismisses lightly. An alliance that starts off together and stays together has an advantage, and if that is added to the advantage of the edge of the board, they can usually gain a share in a draw at worst. There are two ways of beginning the alliance. One is a pre-arranged bounce in the Black Sea; the other is R: F Sev-H, T F Ank-Con. The reasons are that Turkey must bring his fleet out into the Med as soon as possible to be of full effectiveness. There are many stale- mate lines centering around Italy, and Turkey has to get there as soon as he can. Russia, on the other hand, does not want to put the fleet into Rumania in spring because it would there be abso- lutely no help in progress against Austria. Time would be wasted in pulling it back and replacing it with an army. In Sev it can be used as a support for one of the armies into Rumania. The pre-arranged bounce has some advantages: you don't need to trust Turkey in Spring 1901 and it might keep some players guessing as to whether there is a war between Russia and Turkey. However, to be really convincing the bounce needs to be accompanied by A Smy-Arm, and that's trusting Turkey a little too far in a fake war, and will probably be a real war. Not bouncing has one big thing to recommend itself: you know where you stand. If Russia stabs, Turkey needs to try to get Italy to busy himself with Austria. If Turkey stabs, Russia can usually interest Italy in a chunk of Austria if he tries. And Italy probably hasn't committed himself by this point, so there is still time. However once the alliance gets off the ground, Russia can tell Turkey's future intentions by his builds. Turkey is going to have to grab off a small piece of Austria and then head on to the next target, Italy. For that Turkey is going to need fleets. Fleets should be built by Turkey in Smyrna if possible, Con if necessary and _never_ in Ankara. Russia has an added bit of protection in his Black Sea fleet. Once he has moved into Austria proper, the fleet moves into Rumania. It serves a dual purpose there. It acts as a guard against possible infractions by Turkey and it frees Sev for builds should the same thing happen. Alliance with Turkey soon becomes nonaggression after Austria is passed. For the next event good relations with France should have been cultivated. You want France to become the dominant power in the west for the simple fact that Turkey is going to be trying to come through in the south while you are trying to come through in the north. So any progress by Turkey in the south weakens France's overall position and vice versa. Russia need never have to worry about someone coming in behind him. The only way into southern Russia would be through the Turkish position, and as long as strict limits are put on what Turkey builds, there should be no problem. There will be some temptation for Turkey to stab during the times he builds in Con, so pay atten- tion at those times to the entire situation. If it seems to be in Turkey's best interest to stab, guard with Rumania. It will at least blunt Turkey's attack. And if Turkey does not attack, the fleet can be returned to Rumania with apologies. ****************************************************************************** To join in the fun, send your name, home address, home and work phone numbers, and country preferences to Eric_S_Klien@cup.portal.com. ****************************************************************************** Up