Subject:
rec.games.diplomacy FAQ (1/2)
Newsgroups:
rec.games.diplomacy
, news.answers
, rec.answers
Last-modified: 24 Oct 1994
Archive-name: games/diplomacy-faq/part1
rec.games.diplomacy Frequently Asked Questions - Part 1 of 2
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-------------------------------------------------------------------------------
1. Diplomacy and rec.games.diplomacy
1.1. Posting to rec.games.diplomacy
1.2. What is Diplomacy?
1.3. What is Avalon Hill?
1.4. Where can I get the Diplomacy rules?
1.5. Information/Newsletters about Diplomacy
1.6. Books on Diplomacy
1.7. Diplomacy Conventions/Tournaments
1.8. Diplomacy Clubs
1.9. Favorite Diplomacy acronyms
1.10. Questions about rules
1.11. Diplomacy A-Z
2. Variants
2.1 Standard
2.2 Gunboat
2.3 Youngstown
2.4 Chaos
2.5 Machiavelli
2.6 1898
2.7 Loeb9
2.8 Britain
2.9 1914
2.10 Warp
2.11 Pure
2.12 Blind
2.13 Crowded
2.14 Shift Variants
2.15 Fleet Rome
2.16 Asia
2.17 Aberration
2.18 Milan
2.19 Wraparound
2.20 Chromatic
2.21 Root Z
2.22 Global variants
2.23 Variant A-Z
2.24 Others
3. Internet/Play by Email games
3.1. What is EP?
3.2. EP play by Email games
3.3. What are EP numbers?
3.4. What are Boardman Numbers?
3.5. What are Miller Numbers?
3.6. Hall of Fame
3.7. What is the Diplomacy Adjudicator ("Judge")?
3.8. What Judges are available?
3.9. Judge FAQ for beginners
======= File 2 =======
3.10 Judge FAQ for non-beginners
3.11. FTP sites
3.12. FTP by Email
3.13. Gopher Server
3.14. WWW Servers
3.15. Mailing lists
3.16. The Diplomacy Subject Index
3.17. Postscript maps - what are they?
4. Diplomacy and Gaming Zines
4.1. Email Zines
4.2. Postal Zines
5. Computer versions of Diplomacy
5.1. IBM version
5.2. Macintosh version
5.3. Amiga version
5.4. Commodore-64 version
5.5. NeXT version
5.6. UNIX/X windows version
6. Legal issues
6.1. Is it legal to get the rules by Email?
6.2. Why is it legal to get the map in postscript?
7. Programming Projects
7.1. Diplomacy Adjudicator (Judge)
7.2. Mapit
7.3. Diplomacy Programming Project (DPP)
-------------------------------------------------------------------------------
1. Diplomacy and rec.games.diplomacy
Charter of rec.games.diplomacy:
The newsgroup would be for the discussion and organization of the game
Diplomacy. Both regular (ie face to face) and play by mail would
be discussed.
------------
1.1. Posting to rec.games.diplomacy
Please read this document before posting to rec.games.diplomacy. Most of
your questions will be answered in this FAQ. Please be thoughtful about
your articles as they are also sent on a mailing list to a number of people.
If you wish to post a game opening announcement, we ask you to please use
the keyword "OPENING:" at the beginning of the subject line of your article.
A game opening includes new games and missing powers for all Judge and
non-Judge games. Other information about the game (game name, variant type,
power available, number of centers) would also be very helpful in the subject
line.
------------
1.2. What is Diplomacy?
We'll start off with a little history. Diplomacy was first published in 1958
by Alan Calhamer in a limited edition of 500 sets. It was substantial revised
and reprinted in 1969 by GRI. Avalon Hill, the current distributor in the
United States, started to publish the game in the mid 1970's.
(Taken from the front cover of the Diplomacy rules.)
"Diplomacy" is a game of skill and cunning negotiations. Chance plays no part.
In "Diplomacy", each player guides the destinies of one European power through
the intricacies of international politics. By negotiating alliances with other
players and careful planning, each player seeks control of Europe. "Diplomacy"
tests your ability not only to plan a campaign, but also to outwit your fellow
players in diplomatic negotiations.
"Diplomacy" is a realistic game of strategy without dice, and nothing left to
luck alone. "Diplomacy" pits man against man in an exciting battle of wits.
Up to seven can play.
Of course, Diplomacy has gone a lot farther since the original game was
published.
------------
1.3. What is Avalon Hill?
The Avalon Hill Game Company is the distributor of Diplomacy in the United
States and many other excellent board games.
Contact Avalon Hill at:
4517 Harford Road
Baltimore, MD 21214 USA
or better yet, call toll free at:
1-800-999-3222 or
(410) 254-9200
I think you can get a nifty catalog for US$1.
------------
1.4. Where can I get the Diplomacy rules?
Diplomacy can be bought in your local hobby/games store or from Avalon Hill.
Prices from Avalon Hill are (USD):
Diplomacy Game $25.00
Mapboard $10.00
Rules $ 5.00
Basic Rules $ 2.00
Game Pieces $ 5.00
7 maps $ 3.00
Avalon Hill's address and phone number are above.
------------
1.5. Information/Newsletters about Diplomacy
The General
-----------
The General is a magazine devoted to all games that Avalon Hill produces. It
often contains new rules/ideas, background to how particular games were
designed, demo games featuring top class players explaining their strategies,
details on forthcoming games and general wargaming news. Often an issue
will be devoted to just one or two games. In the past there have been
several issues devoted to Diplomacy and Rod Walker once had a regular
column on Diplomacy which appeared every issue. Not too useful for people
who just play Diplomacy.
------------
1.6. Books on Diplomacy
The Gamer's Guide to Diplomacy by Rod Walker
--------------------------------------------
Available in some game store and directly from Avalon Hill
The Gamer's Guide to Diplomacy is, in the words of an old friend, "the
next best thing to actually playing." While I might not go that far, I
would say that any neophyte to Diplomacy with a little time and money
to spare should pick up a copy.
Physically speaking, the guide is about the size of a thin magazine. It
includes appx 35 pages of information ranging from historical (the who's
who of the ruling class in 1901) to neat little tricks to help you play
better to detailed suggestions for openings and alliances for each of the
powers. There is also a sample game and some information about the
hobby itself: the postal system, tournaments etc.
For my money, the most interesting part of the guide is the analysis of
the various powers. The author goes through, power by power, and
suggests how that power should best negotiate with each other power. He
then lists several possible openings for that power and explains the strengths
and weaknesses of each opening, and how these openings relate to the
powers' various neighbors (i.e. is it a pro-German or anti-German opening.)
The conclusion of the analysis of each power includes (IMHO) a less that
thorough analysis of the midgame and endgame play for the power in question.
The author's advice viz negotiations and and openings in strongly slanted
by his (unstated but apparent) strong belief in alliance play (i.e. the
belief that one should choose another power and stick with that power at
least through the middle of the game.
Oh, yes. I would be remiss in my responsibilities if I did not mention that
the Guide contains some very funny cartoons which, IMHO, make the Guide
all the more valuable.
The Game of Diplomacy by Richard Sharp
--------------------------------------
The following description has been modified from the DIPLOMACY A-Z.
One of only two books on Diplomacy to be commercially published (Arthur Barker
Ltd, London, 1978), it quickly went out of print, it has been an item of desire
ever since. Every Diplomacy fan should have a copy, but it has dated and many
would argue that the book is not very well balanced; presenting a distorted
picture of the game.
You can obtain a photocopy of this book by writing either
Richard Sharp
Norton House, Whielden Street, Amersham, BUCKS. HP7 0HU England
(5 pounds)
or
Fred C. Davis Jr.
3210 K Wheaton Way, Ellicott City, MD 21043. USA
(US$7, US$8 overseas)
Novice Packages
---------------
If you are interested in reading more about Diplomacy tactics and
strategy you should buy a copy of one of the "Novice Packages" produced
by Diplomacy fans. In North America two packages are available:
"Masters of Deceit" and "Supernova". In the UK "The Novice Package".
Sorry, I don't know how to get any of these packages.
------------
1.7. Diplomacy Conventions/Tournaments
Diplomacy Conventions and Tournaments from around the world! If yours isn't
here, let me know and I'll put it in!
West Midlands Diplomacy Tournament
----------------------------------
18 November 1994
Royal Angus Hotel, Birmingham, UK
Contact:
Brian Williams
30 Rydding Lane
Millfields Estate
West Bromwich
West Midlands, B71 2HA
National Diplomacy Championship Finals
--------------------------------------
19-20 November 1994
Royal Angus Hotel, Birmingham, UK
Contact:
Brian Williams
30 Rydding Lane
Millfields Estate
West Bromwich
West Midlands, B71 2HA
------------
1.8. Diplomacy Clubs
Diplomacy Clubs from around the world! If yours isn't here, let me know and
I'll put it in!
Diplomacy Club of Canberra
--------------------------
Meets 1st Friday Night of each Month
Burn Club, Kambah, Australia
Contact:
Andrew Geraghty (06) 231 2686
Doug Stewart (06) 282 1634
Sydney Diplomacy Club
---------------------
Meets once a month - next meeting Sunday 4th April 1993
222 Maroubra RD. Maroubra Junction, Australia
Contact:
Harry Kolotas (02) 975 1538
Miguel Taliana (02) 344 5070
Victorian Diplomacy Club
------------------------
Meets 1st Saturday of Every Month
2nd Flr, Union Building, Melbourne University, Australia
Contact:
Michael Chau (03) 899 3438
Frank Meerbach (03) 401 4356
------------
1.9. Favorite Diplomacy acronyms
NMR No Move Received
A game (on the Judge) with the NMR flag set will process a turn
eventhough all the orders are not submitted.
NVR No Vote Received
CD Civil Disorder
A power goes into Civil Disorder if the turn orders are late beyond
the grace period.
EP Electronic Protocol
See section 3.1 about the Electronic Protocol.
DMZ DeMilitarized Zone
A prearranged space on the board that two or more powers agree upon
in a treaty as neutral territory. Any power agreeing to the treaty
and entering this space is declaring an act of war. For example,
the English Channel might be a DMZ for England and France.
DIAS Draws Include All Survivors
A game with DIAS allows all survivors to be included in a draw. Also
all survivors receive victory points in the Hall of Fame.
BN Boardman Number
See section 3.4 about Boardman Numbers.
MN Miller Number
See section 3.5 about Miller Numbers.
------------
1.10. Questions about rules
Note that this section is not a substitute for the rules. If you
don't have the rules, this section will not help you out. Please
purchase the rules legally from Avalon Hill. See section 1.3.
Eventhough the rules are very straight forward, there are always
questions about certain situations. We will try to answer most of
these here.
1.10.1. On the standard board, can an army move from Spain to North
Africa?
No. The army must be convoyed through the Mid-Atlantic Ocean or the
Western Mediterranean.
1.10.2. In the Loeb9 variant, is it possible for a unsupported army to
move from Cordoba to North Africa?
Yes, since all moves succeed (except in case of a conflict). Crd-NAf
is also valid for purposes of cutting support, and as a possible
retreat destination.
------------
1.11. Diplomacy A-Z
The DIPLOMACY A-Z is a collection of terms relating to Diplomacy:
names of openings, alliances, strategy, tactic ploys, organizations,
variants... and trivia. The current version contains some 1100
definitions (including many dealing with the email hobby).
Version 4.0 of the DIPLOMACY A-Z is available by anonymous FTP at
nda.com in /pub/diplomacy/Documents/AtoZ.tar.Z.
You DON'T need to know anything in the A-Z to have a good time playing
Diplomacy, but if you are curious about the history of the Diplomacy
hobby you should dip into the A-Z and feast your eyes...
-------------------------------------------------------------------------------
2. Variants</H2>
Reprinted from the DIPLOMACY A-Z
VARIANT (3) <RE:89-90> 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, amended or extended. 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
Variant Bank (U.K.V.B) and the North American Variant Bank (N.A.V.B).
A list of commonly used variants on the Internet follow below:
------------
2.1. Standard
This is the original game with the seven powers with the map of
Europe. A postscript copy of the standard map is available by FTP
(section 3.11) or FTP by Email (section 3.12) at nda.com. Also
available at nda.com are editable maps (both black-and-white and
color) for players who have access to xfig, an X-windows program.
------------
2.2. Gunboat
This variant can be combined with other variants (including standard). In
this variant, all of the other players remain anonymous to you. Just like
other games, some gunboat games allow press, and some do not.
------------
2.3. Youngstown
The Youngstown variant of Diplomacy follows the same rules as standard
Diplomacy with an expanded map. Three new powers are added: China, India
and Japan.
Note on the Judge that the Indian player must use the letter "N" rather than
"I" when signing on since "I" is reserved for Italy.
Victory conditions are 37 supply centers.
For more info about Youngstown, mail your local Judge "get
info.youngstown". A postscript map is available by FTP (section 3.11)
or FTP by Email (section 3.12) at nda.com. Also available at nda.com
are editable maps (both black-and-white and color) for players who
have access to xfig, an X-windows program.
------------
2.4. Chaos
The chaos variant is played by 34 players, each owning a single supply
center on the standard Diplomacy map. The game starts in Winter of
1900 at the adjustment phase. Each player starts out choosing which
type of unit they wish to build and progressing from there. When
building units, a unit may be built at any owned supply center.
Victory conditions are 18 supply centers.
For more info about Chaos, mail your local Judge "get info.chaos".
------------
2.5. Machiavelli
Really an independent game from Diplomacy. 8 players in a map of Italy.
Uses money, bribes, famines . . .
For more info about Machiavelli, mail your local Judge "get
info.machiavelli".
For the rules, mail your local Judge "get rules.machiavelli". A
postscript map is available by FTP (section 3.11) or FTP by Email
(section 3.12) at nda.com.
------------
2.6. 1898
In the 1898 variant the game starts in winter of 1898 with each power
having one unit. Each country must capture its other home centers
before it can build in them.
The victory conditions remain 18 centers.
For more info about 1898, mail your local Judge "get info.v1898".
------------
2.7. Loeb9
Loeb9 is a nine player variant with a slightly modified map. The two
new powers are Norway and Spain.
The victory conditions are 20 centers.
For more info about Loeb9, mail your local Judge "get info.loeb9". A
postscript map is available by FTP (section 3.11) or FTP by Email
(section 3.12) at nda.com. Also available at nda.com are editable
maps (both black-and-white and color) for players who have access to
xfig, an X-windows program.
------------
2.8. Britain
In the Great Britain variant each English province is a supply center
and England starts with six armies. Thus, England is the "strongest"
country, but can't do anything until another player agrees to convoy
one of his armies (or he is forced to debuild one of his units and
then builds a fleet after retaking the supply center).
The victory conditions are 19 centers.
For more info about the Britain variant, mail your local Judge "get
info.britain".
------------
2.9. 1914
The 1914 variant of Diplomacy is based on an article in The General.
(The General is published by the manufacturer of Diplomacy to give you
an idea of how good this variant must be!) This game is much more
realistic than regular Diplomacy, you even can get bombers starting in
Winter 1917.
------------
2.10. Warp
A warp game is usually any game with very fast deadlines. Usually 24 hour
or 48 hour warp games are played.
------------
2.11. Pure
This is a simple traditional variant of Diplomacy. There are the usual
seven countries. There are seven spaces on the board - one
corresponding to each country - its home supply center. These spaces
are all connected by land one with another. Initially, each player
begins with one army in his home supply center.
Victory conditions are 4 supply centers.
For more info about the pure variant, mail your local Judge "get
info.pure".
------------
2.12. Blind
In this variant, the locations of all pieces are secret. You discover
the locations of enemy pieces when you attack them or are attacked by
them. You also discover the location of enemy pieces by spying. Each
country begins with 2 spies, in any home centers. You lose a spy if
you lose your capital, and both spies if you lose all your home
centers. Spies that are destroyed are replaced each year in any home
territory provided that you have enough home centers to support them.
Each spy may: move, hold, or counter espionage. Spies themselves are
completely invisible -- they may move through any space regardless of
the presence of other units. Spies are never dislogded, and can only
be destroyed by counter espionage. A spy performing conter espionage
kills all enemy spies in the area. If two spies both CE the same
area, both die. If a spy survives, it provides complete information
on the unit occupying the area and its actions in the just completed
turn.
------------
2.13. Crowded
Crowded is an eleven player variant that uses the standard map with
the exception of having a supply center in Ruhr. Four new powers are
added: Balkan, Lowland, Norway and Spain.
Victory conditions remain 18 supply centers.
For more info about the crowded variant, mail your local Judge "get
info.crowded". Editable maps (both black-and-white and color) for
players who have access to xfig, an X-windows program, are available
available by FTP (section 3.11) or FTP by Email (section 3.12) at
nda.com.
------------
2.14. Shift variants
The shift-right and shift-left Diplomacy variants follow the same
rules as normal Diplomacy; the only difference is in the starting
positions of the powers. Everyone begins the game with their units
occupying the home centers of another power, with the units that power
would normally have at the start of the game. Players must reach and
retake their home supply centers since new units can only be built in
one's own home supply centers.
Victory conditions remain 18 supply centers.
For more info about the shift-right and shift-left variants, mail your
local Judge "get info.shift".
------------
2.15. Fleet Rome
The fleet Rome variant is identical to the standard game except Italy
starts with a fleet in Rome, instead of an army.
Victory conditions remain 18 supply centers.
------------
2.16. Asia
The Asia variant of Diplomacy follows the same rules as standard
Diplomacy with a different map (a map of Asia if you didn't guess).
The seven powers are: China, India, Indonesia, Japan, Russia, Siberia,
Persia.
Note on the Judge that the Indian player must use the letter "N"
rather than "I" when signing on since "I" is reserved for Indonesia.
Victory conditions are 21 supply centers.
For more info about the Asia variant, mail your local Judge "get
info.asia". To receive an ASCII version of the map, mail your local
Judge "get asia.asc".
------------
2.17. Aberration
The idea behind the aberration Diplomacy variant was to have powers
which history had passed by. Each of the nine powers is a nation that
might have become a great power in the modern period if history had
gone a little bit differently than it did. The nine powers are:
Burgundy, Byzantium, Eire, Hungary, Israel, Poland, Sicily, Spain and
Ukraine. The aberration variant follows the same rules as standard
Diplomacy with a couple of minor exceptions and uses a modified map.
Victory conditions are 27 supply centers.
For more info about aberration, mail your local Judge "get
info.aberration". A postscript map is available by FTP (section 3.11)
or FTP by Email (section 3.12) at nda.com.
------------
2.18. Milan
The Milan variant of Diplomacy follows the same rules as standard
Diplomacy with a modified map. This variant strengthens Italy
providing attacking rather than merely defensive power.
Victory conditions remain 18 supply centers.
For more info about Milan, mail your local Judge "get info.milan".
------------
2.19. Wraparound
The wraparound Diplomacy variant uses a modified standard map with
three new provinces and several new coasts are added. The map is
rolled up into a torus, or doughnut, so that the top and bottom of the
map are connected, as are the left and right sides of the map. For
example, a unit can move from Syria (East Coast) to the Mid Atlantic
Ocean.
Victory conditions are 19 supply centers.
For more info about wraparound, mail your local Judge "get
info.wraparound".
------------
2.20. Chromatic
In the chromatic variant, five colored powers vie for control of the
rainbow colored mapboard. The five powers are Blue, Red, Yellow,
Light and Dark. The chromatic variant follows the standard rules but
uses a different map.
Victory conditions are 11 supply centers.
For more info about the chromatic variant, mail your local Judge "get
info.chromatic".
------------
2.21. Root Z
The Root Z variant of Diplomacy follows the same rules as standard
Diplomacy with the following exceptions: There are two identical
boards (that actually interlock to form a single board) and therefore
there are two of each power. Players start out controlling one power
on each board, though not necessarily the same power on both boards.
Movement from one board to the other is allowed only by moving across
certain borders which join the two boards. The idea for this variant
comes from the mathematical concept of a cut in the complex plane.
Victory conditions are 28 supply centers.
For more info about Root Z, mail your local Judge "get info.rootz". A
postscript map is available by FTP (section 3.11) or FTP by Email
(section 3.12) at nda.com.
------------
2.22. Global variants
The best global variant is the MERCATOR series of variants. The usual
one (Definitive) is for 13 players but there are versions for upto 21
players. There are also optional rules which add in Planes,
Submarines and the like; but they are rarely used.
MERCATOR isn't very popular in North America, but COLONIA is. This is
a huge variant (in terms of the map size) and has attracted a
considerable following. Smaller world variants worth looking at are
SMALL WORLD IIR (By Fred C. Davis) and FINAL CONFLICT (By Tom Swider).
Most of the other world variants suffer from defects.
You can get all these variants from the NORTH AMERICAN VARIANT BANK
(see below).
------------
2.23. Variant A-Z
The Variant A-Z is a huge compilation of Diplomacy variant
descriptions brought together by Mark Nelson. The Variant A-Z is
available by anonymous FTP from nda.com [192.150.206.1] in
pub/diplomacy/Documents/variant.tar.Z.
If you are interested in variants, grab a copy! This document should keep
you busy for weeks!
Mark promises to have a catalogue of the rules for many variants REAL SOON!
------------
2.24. Others
Mark Nelson <amt5man@ECUSUN.LEEDS.AC.UK> is the god of variants, and
is the best person to ask questions. There are variant banks around
the world.
If you live in North America and you want to find out more about
Diplomacy variants then you should write to:
Lee Kendter Jnr
376A Willowbrook Drive
Jeffersonville, PA 19403, USA
Lee is North American Variant Bank Custodian and can answer your
questions and supply copy of rules/maps for cost. You can also order
a copy of the NAVB catalogue from him. This lists some 1200 or so dip
variants. The current price is US$5.00.
The address for the British Variant Bank is:
Mark Nelson
email: amt5man@ECUSUN.LEEDS.AC.UK
Mark can answer questions on many of these if you want to ask before
buying them (his own variant collection is about 600 strong). Many dip
variants are not particularly interesting or playable...
Mark requests that if you do ask him questions about a variant's
rules, you include the rules so he know exactly what you are talking
about!
-------------------------------------------------------------------------------
3. Internet/Play by Email games
Many Diplomacy games are played over the Internet with Email. If you
can mail an Internet site, you can play in a Diplomacy game! For a
quick start in an Internet Diplomacy game, read section 3.7 about the
Judge.
------------
3.1. What is EP?
This is an electronic magazine devoted to Diplomacy. The main editor
is Eric Klien, (Eric_S_Klien@cup.portal.com). This 'zine is divided
into 2 chapters, each covers certain games. Eric personally publishes
chapter 1, which is distributed through rec.games.* on Usenet, and
through DIPL-L. Eric also keeps a waiting list for players, and
substitutes, for all sorts of obscure variants!
The games from the Judges are published in Chapter 2, by Rich Shipley
(rshipley@access.digex.net). It is published about once a fortnight,
and is also distributed through Usenet, and DIPL-L.
All EP games are assigned numbers and are published in the
corresponding Chapter upon completion. Sean Starkey
(starkey@rmii.com) is the Judge EP number master and assigns all
qualifying Judge games an EP number. More about EP numbers is below.
------------
3.2. EP play by Email games
If you want to play in a Electronic Protocol game, Email Eric Klien describing
what kind of game you want to play. Make sure that you send him:
1) Your name
2) Home phone number
3) Work phone number
4) Fax phone number
5) Home address
6) Country preference
7) List of Email addresses
Eric's Email address is Eric_S_Klien@cup.portal.com. He is always looking
for standbys! If you want to jump in a quick game, send him a letter.
Eric frequently posts EP stats describing current games opening, waiting
lists, etc.
------------
3.3. What are EP numbers?
Rich Shipley (rshipley@access.digex.net) publishes Chapter 2 of EP,
distributed through rec.games.diplomacy, DIPL-L (bit.listserv.dipl-l),
DIPLOMACY-L (the one in oz) and a private mailing list. It is devoted
to electronically adjudicated Diplomacy games. These games are
supposed to be played by the ep.house.rules (send the command get
ep.house.rules to your favourite Judge, well at least EFF).
Essentially, they deviate from the norm, by the following rules
1) Games must be moderated
2) Games must be noNMR (which is the default)
3) Games must be different site. (Exceptions granted for
foreign language games.)
Most moderated games, on all Judges, which follow these rules, are
part of EP.
Why be part of EP? This facilitates archiving, as well as allowing
for a procedure to formally appeal GM decisions (a process that, while
in existence, has never been necessary). It also makes getting
replacement players easier, as some of us, only, or normally play, in
EP games.
------------
3.4 What are Boardman Numbers?
In the postal (ie, paper, ink and postage stamps) hobby, regular
Diplomacy games are given a unique number at the start of the game,
consisting of the year and a letter combination: 1994A for the first
Dip game of the year, 1993Z for the 26th, 1994AA for the 2th, 1994AB,
1994AC and so on. At the end of the game, each player's name and
performance is published in the postal 'zine "Everything". These
numbers are assigned by the Boardman Number Custodian (BNC). The
system is named after John Boardman, who gave out the first number, to
the very first postal game, in 1963.
After a few years, custodians were assigned for various regions; there
are currently custodians for the UK, Scandinavia, Francophone and
Germanic Europe, in addition to the original custodian, now known as
the North American custodian. Each custodian has a block of numbers
he can give out, to avoid duplication of numbers around the world.
Internet games were receiving Boardman Numbers (BNs) as far back as
1988, when Eric Klien first created Electronic Protocol (EP) (see
section 3.1). No numbers were given to Internet games, between 1990
and 1993.
There is now an Internet BNC, who is giving out BNs to all standard
Internet games, and eventually to all old games that never got one.
The Internet BNC is Nicholas Fitzpatrick (nick@sunburn.uwaterloo.ca).
If a game you are playing in, or are GMing, has not got one, please
contact him. A log of all games with BNs is available from the
Waterloo FTP site (see section 3.11), through WWW from the Diplomacy
home page (see section 3.14), or by request from the Internet BNC.
Both judge games, and hand-adjudicated E-mail games can receive BNs.
The judge (release 5.6 and later) automatically notifies the Internet
BNC of game starts, to allow him to assign numbers. Numbers can be
set by the GM (or by anyone in non-Moderated games), with the SET BN
command.
Non-Internet games (such as CompuServe, AOL, Genie, etc) must get BNs
directly from the North American BNC, who is Andrew York
(BNCYork@aol.com).
------------
3.5 What are Miller Numbers?
Miller Numbers (MNs) are similar to Boardman Numbers (BNs), except
that they are given to variants (including gunboat). All Internet
games should either have an MN or a BN. A typical MN would be
1994ABCrb41; 1994 is the year the game started; ABC is similar to the
letters in the BN, anywhere between A and AZZ (so far); rb41 is a 4 or
5 character code (2 letters and 2 numbers, or 2 letters and 3 numbers)
identifying the variant, these numbers are controlled by the North
American Variant Bank (NAVB) Custodian (see section 2.15), and are
often referred to as NAVB Catalogue Numbers (NAVB CNs). Some examples
are rb41, which is the code for the Fleet Rome variant, rb104 is used
for partial-press gunboat, and xm23 is used for Youngstown IVa (the
version on the judge).
MNs are named after the late Don Miller, who was the first postal
Miller Number Custodian (MNC) in 1965. In addition to the North
American MNC, there are MNCs in the UK and France.
Internet games first received MNs in 1990. In 1993 an E-mail MNC was
appointed. He is Nicholas Fitzpatrick (nick@sunburn.uwaterloo.ca).
He can give MNs to any E-mail variant game, including those on
CompuServe, Genie, AOL, etc. If any game you are GMing, or playing in
does not have an MN, please contact him. A log of all games with MNs,
and also NAVB CNs in use in E-mail games, is available from the
Waterloo FTP site (see section 3.11), through WWW from the Diplomacy
home page (see section 3.14), or by request from the E-mail MNC.
The North American MNC is Lee Kendter Jr, 376A Willowbrook Drive,
Jeffersonville PA, 19403, USA.
------------
3.6. Hall of Fame
The Hall of Fame is a compilation of all Judge games and EP non-Judge
games finished in and after 1991, except those that were abandonded or
where NMR excessively affected the games. Players receive points
based on the outcome of the game. The Hall of Fame includes a list of
all players and the games they have played.
The Hall of Fame is kept by Nicholas Fitzpatrick
(nick@sunburn.uwaterloo.ca).
Points are based on the formula Points = (N-W)/W where N = # of
players (7 in standard, 10 in youngstown) and W is # of winners (1) or
people who shared in the draw. Ie, in a standard game, 6.0 points for
a win, 2.5 for a two-way draw, 1.33 for three-way draw. (One
exception, chaos games are deemed to only have 20 players) The top 100
players are ranked at the end of the list. Survivors get 0 points.
All Judge games, and non-Judge EP games are welcome for this list,
except for games that meet the qualifications below. If you have
games that are missing, or incorrect on this list, please contact
Nick.
Games will not be granted points if:
a) The victory condition is less than one half the total number of
centres+1. ie 9 centre Standard games (halden), or 25 centre
Youngstown games will not get points. Machiavelli games must have a
win condition of 23 cities, not 15 (as most of them do), and RootZ
should have a win condition of 35 centres, rather than the 28 that
they all have now. (some completed 36 centre Youngstown games and 15
city Machiavelli games will be overlooked)
b) A player who was abandoned or resigned, returns to the game while
their original power is still alive. (1 centre, one phase mercy
positions may be overlooked)
c) Same-site games (games already in the Hall of Fame will be grandfathered)
d) Games where an NMR move took place. If just one or two of a power's
units NMRed, or if the NMR was in the retreats or disbands, then
the NMRs will be ignored.
e) Games where the name of the game is highly offensive.
f) Variants such as Nuclear Yuppie Evil Empire.
In cases a-d and f, the game will be listed in the Hall of Fame, without
points.
A current copy of the Hall of Fame can be retrieved in the following places:
1) Anonymous FTP to nda.com [192.150.206.1] in
/pub/diplomacy/HallOfFame/halloffame.#.Z:
This file is UNIX compressed. Old issues are at this site also.
2) Anonymous FTP to FTP.FU-berlin.de [130.133.4.50] in
/pub/misc/diplomacy/hall-of-fame/hall-of-fame.#.Z:
This file is UNIX compressed. All of the old issues are at this site.
3) Ask Nick for a copy directly.
------------
3.7. What is the Diplomacy Adjudicator ("Judge")?
The Diplomacy adjudicators are computer programs that moderate, and
assist in the moderation of Diplomacy games. All moderated games on
the Judges are eligible for inclusion in Electronic Protocol.
The Judge presently supports the following variants; Standard,
Youngstown, Loeb9, Chaos, 1898, Crowded, Machiavelli, Britain, Pure
and Fleet-Rome. Press and no-press gunboat versions of all these
games are available.
To get information on how to play in a game, send "help" (no quotes)
in the body of a mail message to one of the Judges below. Also read
section 3.9 for a beginner's FAQ on the Judge.
If you use the Judge, please thank its author, Ken Lowe. Send a
postcard or a T-shirt (size: large medium to small large) to:
Ken Lowe
University of Washington JE-30
4545 15th Ave NE; Suite 300
Seattle, WA 98195
------------
3.8. What Judges are available?
Washington, USA (U of Washington Judge) [USWA]
----------------------------------------------
The first Judge created was at the University of Washington, and was
kept by Ken Lowe (jdr@u.washington.edu). In May 1994, the Washington
Judge closed.
Thanks Ken for all the time and effort you've put into the Judge!!!
Massachusetts, USA (EFF Judge) [USEF]
-------------------------------------
In November 1992, after Ken's announcement the Electronic Frontier
Foundation (EFF) opened up a new Judge to take away some of the traffic
from Washington's Judge. The address is
judge@morrolan.eff.org
and the operator is David Kovar (kovar@morrolan.eff.org) David requests
that only moderated games be started on the EFF Judge. Any unmoderated
games will be removed.
Durban, South Africa [ZADU]
---------------------------
A full fledged Judge is running in Durban, South Africa. The
address is
judge@owl.und.ac.za
The operator is Russel Vincent (vincent@cc.und.ac.za) The South African
Judge is open for all games.
Manitoba, Canada (U of Manitoba) [CAMA]
---------------------------------------
In January 1993 a new Judge was announced at the University of Manitoba in
Winnipeg, Canada. The address is
judge@cs.umanitoba.ca
The operator is Arne Grimstrup (agoper@ccu.umanitoba.ca)
Arne is planning for only a few games on this Judge. If you wish to start
up a game on this Judge, please ask Arne.
Australia (Defence Science and Technology Organisation) [AUGV]
--------------------------------------------------------------
In February 1993 a Judge was publicly announced in Australia.
judge@dipvax.dsto.gov.au
The operator is Grant Ward (gaward@dsto.gov.au).
New Mexico, USA (New Mexico Tech) [USNM]
----------------------------------------
A new Judge has sprung up in New Mexico.
judge@nmt.edu
The operator is Eric Wagoner (ewagoner@nmt.edu).
Games can only be created by Eric, please write ewagoner@nmt.edu to request
games...
Toledo, USA (University of Toledo) [USTO]
-----------------------------------------
A new Judge opened up in April 1994 in Toledo
judge@math.utoledo.edu
The operators are Michael Frigge (mfrigge@math.utoledo.edu) and Travis
Ruelle (ruelle@isp.nwu.edu). Games can only be created by the
operators. Games can be requested at judge-request@math.utoledo.edu.
California, USA (CalTech) [USCA]
--------------------------------
A new Judge opened up in September 1994 in California
judge@ugcs.caltech.edu
The operator is Kevin A. Roust (roustk@cco.caltech.edu). All games
must be moderated and created by Kevin. Games can be requested at
judge-request@ugcs.caltech.edu.
A complete list of the Judges is available by FTP from nda.com (192.150.206.1)
in pub/diplomacy/list_of_judges.
------------
3.9. Judge FAQ for beginners
Here is a quick Judge overview for beginners. One should get the help
file and support files to understand the Judge completely.
All messages to the Judge are sent with Email. The Judge looks at the body
of the mail message for commands that you supply.
------------
3.9.1. Registering
The first thing you must do is register on a Judge. You must register on
EACH Judge you wish to play.
To register, fill out the following form and mail it to a Judge. The most
widely used Judge at this time is the EFF Judge (judge@morrolan.eff.org).
------- Cut here -------
REGISTER
Name: Aretha Holly
Phone: (505) 555-5555
Site: University of Hodunk
Address: 1515 St. Claws Lane, Kris Mass
Country: USA
Email: user@host.domain.edu, user@host.bitnet, host2!host1!user
Level: Novice, Intermediate or Expert
Birthdate: Dec 25, 1907
Sex: Female
Package: Yes
END
------- Cut here -------
Registering on the Judge will enter you in the database necessary for you
to play in any of the games.
------------
3.9.2. Support Files
Next get support files from the Judge. Send the following commands to
the Judge to get the support files you need:
get info
get syntax
get deadline
get rules
get press
You will get a bunch of files from the Judge mailed to you. READ
THEM! At least print them out and have them nearby. It is a lot to
read, but the basic knowledge is needed to use the Judge to it's full
extent.
The files mentioned above are considered essential for playing
Diplomacy through the judges. You can also send
get package
to a Judge. You will be sent the above files along with three other
files: ep.house.rules, index (a comprehensive summary of Judge
commands), and flist (a list of the all the Judge information files).
Most of the Judge information files including all the ones mentioned
above are also available via WWW at:
http://www.contrib.andrew.cmu.edu/usr/ss8c/dip/FILENAME.html
where FILENAME is the name of the file you want. The complete list of
files can be found in the flist file.
The information in the following sections is helpful with the
understanding of these files.
------------
3.9.3. Listing Game Information
The next Judge command to master is the "list" command. The list command
displays information on games currently running on the Judge. To get
and entire listing of all the games on the Judge use the list command
with no arguments:
list
The complete list of the games on the Judge will be sent to you by mail.
Information like the gamename, moderator's name, turn length, and variant type
are sent with this list.
To get specific information on a game, use the list command with the game
name as the argument:
list gamename
where "gamename" is the name of the game. All games on the Judge have a
eight or less character name to identify it. The list gamename command
will display all of the parameters in the game. Many of these parameters
are explained in the "deadline" and "press" file.
------------
3.9.4. Observing A Game
If you want to just watch what goes on in a certain game to get the jist
of things, this is a good idea. Pick a game, let's say it's called guerre.
Then you send the Judge the following:
observe guerre [your password]
Obviously for a different game, you substitute a different name and the
password is of your choice. (Do not type the brackets.) You will then
receive all messages that were publicly broadcasted in that game, as well
as the processed moves.
------------
*** PLEASE READ ***
Signing on to a game is a COMMITMENT. Countries changing players
disrupts games for everyone involved. If you cannot play a full game
(usually a couple of months), don't signon to the game!
------------
3.9.5. Signing On To A Game
To actually play in any game, you must signon to the game. A signon
command must start out EVERY message for a particular game. The
signon command has the following syntax:
signon Pgamename password
^^^^^^^^^ ^^^^^^^^
| | ----------- Your Password for the game
| --------------------- The gamename for the game
------------------------- Power specification (one letter)
Power specification is which country you are playing (E=England, F=France,...)
For new games, you signon with the following command
signon ?thegame password {nameofvariant}
set preference FEGRAIT
The question mark is intentional, if the game is not of standard
variant, the variant type must be specified in the {nameofvariant}
field. (e.g. Youngstown, Crowded, Gunboat, ..)
"set preference" tells the Judge which country you would prefer to
play in order from most desired to the least.
If you are new to the Judge, it is recommended that you signon to a
Moderated standard game. A Moderated game has a master (a real person
who is running the game.) The master is always there to answer your
questions.
After that, it's quite simple. The Judge will tell you turn results,
what units need to be moved, and when the deadlines are for orders.
------------
3.9.6. Deadlines
Of course all move orders have deadlines. Deadlines are given with the
previous order results. Deadlines can also be found with the "list" command.
Most standard games have 96 hours between moves. Some games have faster
deadlines, and are called "warp" games. These games can have 48 or 24
hour deadlines.
What happens if you miss the deadline? Most games have a grace period after
the deadline for those people who are late. All good players get their
orders in BEFORE the deadline! For those of us who miss the deadline and
the grace period will be abandoned and give up your country.
Deadlines and dedication points are further described in the "deadline" file.
------------
3.9.7. Orders
The syntax for orders are found in the "syntax" file. You have read the
syntax file, right? To get the syntax file send the Judge the following
command:
get syntax
For how to move units. It's much the same as the way you usually do it
in the Face to Face game. (If you don't have the real game rules, you're
expected to buy the game.) So it should be pretty simple. The Judge is
pretty helpful when you screw up with the syntax and province abbreviations.
Unless you're merely listing games, to put in orders (movement and/or press
commands), you need to signon first. Similar to when you first signed on:
signon Pgamename password
Replacing the power's initial, game name and password. Note that once you
are playing a power in the game, you don't need to specify the variant anymore.
After the Judge parses your commands, a confirmation is sent back. Read the
confirmation that the Judge sends back to you! If there were problems with
your orders, the Judge will tell you and if you don't fix them, then you will
still be considered late. Not checking the confirmation from the Judge is
probably the biggest problem with players (beginners and experts).
For example, the following might be the opening orders of France in the game
guerre:
signon Fguerre <password here>
Par - Pic
Bre - MAO
Mar - Spa
Note the signon command starting the letter, and the three movement commands
that follow.
------------
3.9.8. Press
All communications with other powers are done through the Judge. The "press"
file describes how press is conducted with other players. You've read the
"press" file too, right?
If you send the Judge:
get press
You will get a file explaining all the press commands and how to use them.
Let me guess -- it's just too friggin' long and nothing makes sense so what's
the use? Here's a simple summary of common (??) info tidbits:
Most games are white press, no fake broadcast. This means, you can send
press to anyone and they will be informed of which power it's coming from.
Specifically, the message they receive will go something like this...
Message from lokendr@ecf.toronto.edu as France to Germany in game guerre:
[the message]
The message tells you who its from (power played, and e-mail address), which
powers are receiving it and the game.
If the game has grey press, the e-mail address and the power originating the
message are not shown. If the game is no partial, that means any message you
send must be broadcast message (no private mail).
To send press, you give ONE of the following commands in an empty letter to
the Judge, or at the end of orders. Everything after this command line will
be sent as press... *** Do not put any orders after this press command
(unless you really WANT someone else to see them.)
Commands:
press [the following message goes to all players]
press to a [the message goes to Austria only]
press to eg [the message goes to England and Germany and both
players know it's being sent to _both_ of them]
press grey to f
[in games where it's allowed, adding grey after the
the word press, makes it anonymous]
broadcast [interchangable with the word "press"]
press to m [the messages goes to the Master of a moderated game]
------------
3.9.9. Game Summaries
Once a game has ended, you can get a summary of the game by sending
get summary gamename
to the appropriate judge. The information listed in the output from
the summary command includes:
1. Identities of all players who participated in the game and the
powers they controlled. This is useful for finding out who your
opponents were in a gunboat game since their identities are kept
secret until the game is over.
2. Game parameters.
3. Victory results.
4. A year-by-year history of ownerships for each supply center.
5. A year-by-year history of supply center counts for each player.
------------
3.9.10. NMR
If a game is listed as NMR, then that means when the deadline and grace
have expired, the turn will be processed regardless of the status of any
power's orders. Any power that had failed to submit orders due to being
abandoned/CD or otherwise, will have their orders marked [no order
processed] and the game continues. This can be quite unfair at times as
players can hit gold mines if a neighbour goes CD. Thus, most games are
noNMR. This also means that when a power goes abandoned/CD, the game comes
to a full stop until a replacement is found. (Feel free to take over some
abandoned power and help your fellow Dippies go on with their game. :)
------------
3.9.11. Variants
The Judge assumes you know how to play the Standard version of
Diplomacy. For variants 2 and onwards described below, you can obtain
a short description of the variant by sending the Judge:
get info.VARIANTNAME
The files are also available via WWW at
http://www.contrib.andrew.cmu.edu/usr/ss8c/dip/info.VARIANTNAME.html
Variant names as listed below. (Note: use v1898 as the VARIANTNAME to
get information about the 1898 variant)
Maps may be required: the standard map, and some variant maps are
available (postscript) by anonymous FTP to ftp.u.washington.edu in
/public/misc and from other FTP Judge sites. Or you can get it
directly from the Judge -- check the help file for details. (send the
Judge the word help.)
1. Standard
The standard 7-player map of Europe.
2. Gunboat
Not a variant in itself -- can be matched with the standard game
or any of the other following variants. It just means all the
other players remain anonymous to you. (Here's the trick, when you
list the game from your e-mail address, your name will appear on
the listing but the others won't -- in case you forgot which power
you were playing.)
3. Youngstown
Game with 10 powers played on an extended map which includes Asia.
I is for Italy, N is for India.
4. Loeb9
Game played on an extended map with Spain and Norway. Hence, it is
a 9-player variant.
5. Chaos
34 player variant played on the standard map. Everybody begins
with once centre; different lettering scheme for power
identification (i.e. not FEARTIG only).
6. Britain
Standard map, except all 6 regions of England are supply centres,
but England starts with 6 armies.
7. 1898
Standard map, each player of seven starts with only one unit, and
must claim its other home centres before building on them.
8. Crowded
Standard map with extra supply centre in Ruhr. 4 extra players
occupy the normally empty supply centres.
9. Pure
7 players, 7 regions on the board all interconnected.
10. Fleet_Rome
Standard game except Italy starts with a fleet rather than army
in, you guessed it, Rome.
11. Machiavelli
Has its own rules. Assassination, famine, the works. Based on
the board game by Avalon Hill. get "rules.machiavelli" for more
specific details.
12. Aberration
A nine-power variant. Each of the nine powers is a nation that
might have become a great power in the modern period if history
had gone a little bit differently than it did.
13. Asia
Seven player variant that uses a map of Asia.
I is for Indonesia, N is for India.
14. Chromatic
Five colored powers vie for control of the rainbow colored
mapboard.
15. Milan
Standard rules with a modified map of Italy. This variant
strengthens Italy providing attacking rather than merely defensive
power.
16. Rootz
There are two identical boards (that actually interlock to form a
single board. Players start out controlling one power on each
board, though not necessarily the same power on both boards.
17. Wraparound
Uses a modified standard map which is rolled up into a torus, or
doughnut, so that the top and bottom of the map are connected, as
are the left and right sides of the map.
18. Shift
Everyone begins the game with their units occupying the home
centers of another power, with the units that power would normally
have at the start of the game.
------------
We are always looking to improve our Beginner's FAQ. If you are a
beginner and have some suggestions, please let me know. Send mail to
me at starkey@rmii.com.
------------
Thanks Kendrick Lo for the great work on the beginner's FAQ!
--
Sean Starkey | starkey@rmii.com
4755 Templeton Park Circle #346 | ftp://rmii.com/pub2/starkey/home.html
Colorado Springs, CO 80917-4437 USA | (719) 596-1461
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