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- Frequently Asked Questions (FAQS);faqs.302
-
-
-
- /pattern/modifier:command:command
- Thus, for instance, you can use j and = together to see the exact subject
- lines being killed.
- It doesn't matter if you use uppercase or lowercase in the pattern; the
- program will assume they're the same thing. That is, "Test" and "test"
- used in the pattern mean exactly the same thing; only one is necessary.
- If you want case to matter, see the rn(1) man page, the 'c' modifier.
-
- The easiest way to kill a subject line is to kill it from within the
- newsgroup. When the subject line comes up that you want to kill,
- instead of using 'n' to skip that article or 'k' to kill the subject for
- that session, type 'K'. The subject line will then be entered into
- your KILL file for that group. If you want to put that line into your
- global KILL file, you'll have to do that yourself. (If you don't need
- it in your global file, it's best not to put it there - global kill
- files slow down your news reading a lot. So does using the 'a'
- modifier; use it sparingly.)
- (I should mention here the easiest way to start editing your kill files.
- Typing control-k when you're being asked to pick a newsgroup to read
- will start you editing the global killfile; typing the same thing when
- you're reading a newsgroup will start up the editing with the kill file
- for that group. If it doesn't exist, it will create it - including the
- directories necessary. This method is particularly recommended for
- people creating their first kill file.)
-
- To kill a general subject, ie any 'test' messages, put in the pattern:
- /test/:j
- This will kill anything with the word 'test' in the subject line.
-
- To kill anything that is a followup to any article, use this patter:
- /Subject: *Re:/:j
- This kills anything beginning with Re:.
-
- To kill cross-posts from one particular group, say foo.bar, try this:
-
- /Newsgroups:.*[ ,]foo\.bar/h:j
-
- This searches the header (the 'h' modifier) for any line containing the
- string 'Newsgroups:' (which all articles do), as well as the string
- 'foo.bar'. The other elements of this line are part of the regular
- expression meta-language; see the ed(1) man page for more details. (Note
- that all of them are necessary, particularly the '\' before the '.' in
- foo\.bar.)
-
- To kill all cross-posts, from any group at all:
-
- /Newsgroups:.*,/h:j
-
- If the Newsgroups: line has a ',' in it, it's a cross-post, and therefore
- this will find it.
- Note that the above line searches the entire header, included the
- Subject: line, for that pattern. So a Subject line like:
- Subject: I hate the Newsgroups: line, don't you?
- would get killed by that pattern, because it has a 'Newsgroups:' part,
- and a ','. To make it work properly, use the 'start of line' character,
- ^. The ^ isn't actually there when you look at the header yourself; it
- just means to look for the beginning of the line. So, to kill
- cross-posts:
-
- /^Newsgroups:.*,/h:j
-
- should be used instead. (Use of the ^ is recommended if you know the
- pattern you want to catch will be at the beginning of the line; it makes
- searching a lot faster.)
-
- To kill articles from a single poster, you need to know the userid and
- nodename of the poster; for this example we'll use noone@anywhere.all.
-
- /From: *noone@anywhere\.all/h:j
-
- For articles from any site, just remove the 'noone' from the previous
- line, and articles from the machine 'anywhere.all' will be killed.
- (Note again that the \ is important.)
-
- Now, after all that, you might suddenly find out that you killed
- articles from someone whose posts you want to read even if they write
- about subjects you don't want to read. For that, you need to 'unkill'
- the articles by them:
- /From: *name of person you want to read/h:m
- So, if you suddenly decided you wanted to read noone@anywhere.all's
- postings, after having deleted them above, you would add this line:
-
- /From: *noone@anywhere\.all/h:m
-
- The 'm' becomes useful suddenly. You can substitute m for j any time
- you need to, up above. In fact, you can kill everything in a newsgroup
- and only read what you want to read by using the 'm' feature, and
- putting this line at the top of your KILL file:
-
- /^/:j
- This method has a problem, though. Specifically, it marks even those
- you've already read (really read, not just marked as read) as unread.
- So, there's another way to do it:
- /pattern/:=:M
- (check the rn(1) man page for the M command). This lists all the
- subjects of the new articles, and then gives those articles to the M
- command. (You then have to type 'Y' after the M command has finished.)
- (For more complete information, please write me, and I'll forward on to
- you an example that was posted by David Tamkin.)
-
- Finally, you can kill (or mark, of course) a particular pattern
- appearing anywhere in the article, as opposed to just the Subject: line
- or the header:
-
- /pattern/a:j
- and
- /pattern/a:m
-
- This is useful for, for instance, killing all articles by a certain user,
- followups to said user's articles, and even mention of the user by userid
- and node, or, conversely, by marking all of those conversations as unread
- so you can read them if they've been killed accidentally by your other
- entries.
-
- Further information is available in the rn man page, particularly on
- other available commands and modifiers. Regular expression syntax is in
- the ed(1) man page; the xrn man page gives information about the quirks
- of xrn in relation to killfiles.
-
- I'd like to thank Jonathan Kamens and Rich Salz in particular for their
- help, and everyone else who's sent in comments, criticisms, and
- suggestions; keep them coming, folks!
-
- Minor administrative note to the suggestors: Several people have suggested
- that, in junking all of the articles and then marking only the desirable
- ones to read, you need to use the 'r' modifier (search read articles as
- well as unread). According to the man page I read, you don't need that;
- if 'm' is the first command, the 'r' is assumed. If anyone wants to test
- this and tell me it's wrong, please do. But please only tell me if it's
- wrong; I'll assume it's right until someone tells me otherwise. :-)
- ------------------------------------------------------------------------------
- Some example Rec.Games.Board killfile entries and what they kill :
- /1830/:=:j /* 1830 railroad game */
- /btech/:=:j /* Battletech */
- /a3r/:=:j /* Advanced 3rd Reich */
- /civ/:=:j /* Civilization */
- /diplomacy/:=:j /* Diplomacy */
- /rec.games.strategic/:=:j/* the group split argument */
- /space/:=:j /* anything with "space" */
- /wif/:=:j /* World in Flames */
-
- See where those handy-dandy standard game subject abbreviations listed
- above come in handy?
- Xref: bloom-picayune.mit.edu rec.games.corewar:3 news.answers:4483
- Path: bloom-picayune.mit.edu!enterpoop.mit.edu!senator-bedfellow.mit.edu!senator-bedfellow.mit.edu!usenet
- From: durham@cup.portal.com (Mark A. Durham)
- Newsgroups: rec.games.corewar,news.answers
- Subject: Core War Frequently Asked Questions (rec.games.corewar FAQ)
- Supersedes: <games/corewar-faq_721634424@athena.mit.edu>
- Followup-To: rec.games.corewar
- Date: 8 Dec 1992 06:02:20 GMT
- Organization: The Core War Newsletter
- Lines: 433
- Approved: news-answers-request@MIT.Edu
- Expires: 21 Jan 1993 06:02:09 GMT
- Message-ID: <games/corewar-faq_723794529@athena.mit.edu>
- Reply-To: durham@cup.portal.com (Mark A. Durham)
- NNTP-Posting-Host: pit-manager.mit.edu
- Summary: This posting contains a list of Frequently Asked Questions
- (and their answers) about the game Core War. It should be
- read by anyone interested in posting to the rec.games.corewar
- newsgroup or submitting warriors to the ongoing Core War
- tournament - KotH.
- X-Last-Updated: 1992/12/04
-
- Archive-name: games/corewar-faq
- Last-modified: 1992/12/04
- Version: 1.7
-
- These are the Frequently Asked Questions (and answers) from
- rec.games.corewar as compiled by Mark A. Durham (durham@cup.portal.com).
-
- Last Update: December 4, 1992
-
- TABLE OF CONTENTS
- -----------------
-
- 1. What is Core War?
-
- 2. Is it Core War or Core Wars?
-
- 3. Where can I find more information about Core War?
-
- 4. What is the ICWS?
-
- 5. What is TCWN?
-
- 6. How do I join?
-
- 7. Are back issues of TCWNs available?
-
- 8. What is the EBS?
-
- 9. Where are the Core War archives?
-
- 10. Where can I find a Core War system for . . . ?
-
- 11. I do not have ftp. How do I get all of this great stuff?
-
- 12. I do not have access to Usenet. How do I post and receive news?
-
- 13. When is the next tournament?
-
- 14. What is KOTH? How do I enter?
-
- 15. Is it DAT 0, 0 or DAT #0, #0? How do I compare to core?
-
- 16. How does SLT (Skip if Less Than) work?
-
- 17. What does (expression or term of your choice) mean?
-
- 18. Other questions?
-
- ---------------------------------------------------------------------
-
- Q1: What is Core War?
- A1: Core War is a game played by two or more programs (and vicariously
- by their authors) written in an assembly language called Redcode and
- run in a virtual computer called MARS (for Memory Array Redcode Simulator).
- The object of the game is to cause all of the opposing programs to
- terminate, leaving your program in sole possesion of the machine.
-
- There are Core War systems available for most computer platforms.
- Redcode has been standardized by the ICWS, and is therefore transportable
- between all standard Core War systems.
-
- ----------------------------------------------------------------------
-
- Q2: Is it "Core War" or "Core Wars"?
- A2: Both terms are used. Early references were to Core War. Later
- references seem to use Core Wars. I prefer "Core War" to refer to
- the game in general, "core wars" to refer to more than one specific
- battle.
-
- ----------------------------------------------------------------------
-
- Q3: Where can I find more information about Core War?
- A3: Core War was first described in the "Core War Guidelines" of March,
- 1984 by D. G. Jones and A. K. Dewdney of the Department of Computer
- Science at The University of Western Ontario (Canada). Dewdney wrote
- several "Computer Recreations" articles in "Scientific American" which
- discussed Core War, starting with the May 1984 article. Those articles
- are contained in an anthology:
-
- Author: Dewdney, A. K.
- Title: The Armchair Universe: An Exploration of Computer Worlds
- Published: New York: W. H. Freeman (c) 1988
- ISBN: 0-7167-1939-8
- Library of Congress Call Number: QA76.6 .D517 1988
-
- (See Also Q9).
-
- ---------------------------------------------------------------------
-
- Q4: What is the ICWS?
- A4: About one year after Core War first appeared in Sci-Am, the
- "International Core War Society" (ICWS) was established. Since that
- time, the ICWS has been responsible for the creation and maintenance
- of Core War standards and the running of Core War tournaments. There
- have been six annual tournaments and two standards (ICWS'86 and
- ICWS'88).
-
- ---------------------------------------------------------------------
-
- Q5: What is TCWN?
- A5: Since March of 1987, "The Core War Newsletter" (TCWN) has been the
- official newsletter of the ICWS. It is published quarterly and recent
- issues are also available as Encapsulated PostScript on soda.berkeley.edu
- (see Q9).
-
- ---------------------------------------------------------------------
-
- Q6: How do I join?
- A6: For more information about joining the ICWS (which includes a
- subscription to TCWN), contact:
-
- Jon Newman
- 13824 NE 87th Street
- Redmond, WA 98052-1959
- email: jonn@microsoft.com (Note: Microsoft has NO affiliation with
- Core War. Jon Newman just happens
- to work there, and we want to keep
- it that way!)
-
- Current dues are $15.00 in US currency.
-
- If you wish to contribute an article, review, cartoon, letter, joke, rumor,
- etc. to TCWN, please send it to me at
-
- Mark A. Durham
- 18 Honeysuckle Terrace
- Spartanburg, SC 29307-3760
- email: durham@cup.portal.com
-
- ----------------------------------------------------------------------
-
- Q7: Are back issues of TCWN available?
- A7: Back issues of TCWN (up to Winter 1991) are available from
-
- AMRAN
- 5712 Kern Drive
- Huntington Beach, CA 92649-4535
-
- or contact William R. Buckley at xwbuckley@fullerton.edu.
-
- Prices are unknown at this time, but should be around $5.00 (the original
- cover price).
-
- More recent issues can be found on soda.berkeley.edu (see Q9).
-
- ---------------------------------------------------------------------
-
- Q8: What is the EBS?
- A8: The Electronic Branch Section (EBS) of the ICWS is a group of
- Core War enthusiasts with access to electronic mail. There are no fees
- associated with being a member of the EBS, and members do reap some of
- the benefits of full ICWS membership without the expense. For instance,
- the ten best warriors submitted to the EBS tournament are entered
- into the annual ICWS tournament. All EBS business is conducted in the
- rec.games.corewar newsgroup.
-
- The current goal of the EBS is to be at the forefront of Core War by
- writing and implementing new standards and test suites in preparation for
- the tenth anniversary of Core War in May of 1994. Its immediate business
- will be to set up a Charter and establish its officers. Contact me (see
- Q6) if you are interested in helping serve the EBS.
-
- ----------------------------------------------------------------------
-
- A9: Where is the Core War archive?
- Q9: Many documents such as the guidelines and the ICWS standards
- along with previous tournament Redcode entries and complete Core War
- systems are available via anonymous ftp from soda.berkeley.edu
- (128.32.131.179) in the /pub/corewar directories. Also, most of
- past rec.games.corewar postings (including Redcode source listings)
- are archived there. Jon Blow (blojo@soda.berkeley.edu) is the archive
- administrator.
-
- Much of what is available on soda is also available on the German archive
- at iraun1.ira.uka.de (129.13.10.90) in the /pub/X11/corewars directory.
-
- This FAQ is automatically archived by news.answers. See the header for
- the current archive name and news.answers for how to get it.
-
- ----------------------------------------------------------------------
-
- Q10: Where can I find a Core War system for . . . ?
- A10: Core War systems are available via anonymous ftp from
- soda.berkeley.edu in the pub/corewar/systems directory.
- Currently, there are Unix X-Window, IBM PC-compatible (sorry, no systems
- specifically designed for MS-Windows yet), Macintosh, and Amiga
- Core War systems available there.
-
- CAUTION! There are many, many Core War systems available which are NOT
- ICWS'88 (or even ICWS'86) compatible available at various archive sites
- other than soda.berkeley.edu. Generally, the older the program - the less
- likely it will be ICWS compatible.
-
- Reviews of Core War systems would be greatly appreciated in the newsgroup
- and in the newsletter. Please post or email to me any review of any
- Core War system you have tried out so that others may learn from your
- experience.
-
- ----------------------------------------------------------------------
-
- Q11: I do not have ftp. How do I get all of this great stuff?
- A11: There is an ftp email server at ftpmail@decwrl.dec.com. Send
- email with a subject and body text of "help" (without the quotes) for
- more information on its usage.
-
- ----------------------------------------------------------------------
-
- Q12: I do not have access to Usenet. How do I post and receive news?
- A12: I know of no Usenet email server at this time. I am trying to find
- a server and verify its function. If anyone knows of one, please let me
- know so I can include it in the next FAQ.
-
- If you somehow receive rec.games.corewar but just can't post, you can
- email your post to rec-games-corewar@cs.utexas.edu and it will be
- automatically posted for you.
-
- ----------------------------------------------------------------------
-
- Q13: When is the next tournament?
- A13: The 1992 Annual ICWS tournament will be held December 15th, 1992.
- The rules are currently ICWS'88, core size of 8192, maximum number of
- processes per warrior of 8000, and ties declared after 100 000 cycles.
- The format is round-robin. Scoring is three points per win, one point per
- tie, and no points for losses.
-
- To enter you must be a member of the International Core War Society or
- successfully participate in one of the Branch Section preliminary
- tournaments ("successfully" meaning finish in the top five/ten [see below]).
-
- Valid entries should be sent to Jon Newman either via email to
- jonn@microsoft.com of via mail on 3.5" disk (800K Mac or 720K IBM), 5.25"
- disk (720K IBM or 1.2MB IBM), or printed. Disk entries should be in a
- simple ASCII text format and on virus-free disks.
-
- ICWS Members may submit one entry or two entries if in electronic form.
- Branch Sections may submit five entries, or ten if in electronic form.
- Entries are limited to 50 instructions, 300 if in electronic form. (Blank
- lines, comment lines, EQUates, etc. are not counted as instructions). No
- scatter loading will be supported (instructions must be contiguous).
-
- All entries become public domain on submission. The ICWS will keep them
- confidential until after the tournament has been completed.
-
- This is the final call for warriors for the 1992 tournament.
-
- ----------------------------------------------------------------------
-
- Q14: What is KOTH? How do I enter?
- A14: King Of The Hill (KOTH) is an ongoing Core War tournament available
- to anyone with email provided by William Shubert (wms@iwarp.intel.com).
- You enter by submitting via email a Redcode program with special comment
- lines. You will receive a reply indicating how well your program did
- against the current top twenty programs "on the hill". If your program
- finished in the top twenty, it will remain on the hill until such time as
- it finishes twenty-first against another challenger, at which time it
- "falls off" the hill.
-
- Entry rules for King of the Hill Corewar:
-
- 1) Write a corewar program. KotH is fully ICWS '88 compatible, EXCEPT that
- a comma (",") is required between two arguments.
-
- 2) Put the line ";redcode" at the top of your program. This MUST be the
- first line. Anything before it will be lost. If you wish to receive
- mail on every new entrant, use ";redcode verbose". Otherwise you will
- only receive mail if a challenger makes it onto the hill. Use
- ";redcode quiet" if you wish to receive mail only when you get shoved
- off the hill. (Also, see 5 below).
-
- Additionally, adding ";name <program name>" and ";author <your name>"
- will be helpful in the performance reports. Do NOT have a line
- beginning with ";address" in your code; this will confuse the mail daemon
- and you won't get mail back.
-
- In addition, it would be nice if you have lines beginning with
- ";strategy" that describe the algorithm you use.
-
- 3) Mail this file to "wms@iwarp.intel.com".
-
- 4) Within a few minutes you should get mail back telling you whether your
- program assembled correctly or not. If it did assemble correctly,
- sit back and wait; if not, make the change required and re-submit.
-
- 5) In an hour or so you should get more mail telling you how your program
- performed against the current top 20 programs. If no news arrives in an
- hour, don't worry; entries are put in a queue and run through the
- tournament one at a time. A backlog may develop. Be patient.
-
- If your program makes it onto the hill, you will get mail every time a
- new program makes it onto the hill. If this is too much mail, you can use
- ";redcode quiet" when you first mail in your program; then you will only
- get mail when you make it on the top 20 list or when you are knocked off.
- Using ";redcode verbose" will give you even more mail; here you get mail
- every time a new challenger arrives, even if they don't make it onto the
- top 20 list.
-
- Often programmers want to try out slight variations in their programs.
- If you already have a program named "Foo V1.0" on the hill, adding the
- line ";kill foo" to a new program will automatically bump foo 1.0 off the
- hill. Just ";kill" will remove all of your programs when you submit the
- new one.
-
-
- MORE ON KOTH COREWAR IMPLEMENTATION
- Core size: 8,000 instructions
- Max processes: 8,000 per program
- Duration: After 80,000 cycles per program a tie is declared.
- Max entry length: 100 instructions
-
- Programs are guaranteed a 100 instruction block (inclusive of their
- warrior's instructions) without overlapping their opponent.
-
-
- SAMPLE ENTRY:
- ;redcode
- ;name Dwarf
- ;author A. K. Dewdney
- ;strategy Throw DAT bombs around memory, hitting every 4th memory cell.
- ;strategy This program was presented in the first Corewar article.
- bomb DAT #0
- dwarf ADD #4, bomb
- MOV bomb, @bomb
- JMP dwarf
- END dwarf ; Programs start at the first line unless
- ; and "END start" appears to indicate the
- ; first logical instruction.
-
- Rule variants for "eXperimental" corewar:
- The same as above but use ";redcode-x" to start your program.
-
- Your program will be entered into a second tournament with slightly
- different rules. The rules are:
- - All addressing modes are allowed with all instructions.
- - There is an additional addressing mode, called "postincrement". To use
- it try an instruction like "mov >5,6".
- - The maximum write distance is 250 instructions. That is, every time
- your program tries to modify memory, the address is checked; if it is
- more than 250 instructions from the process doing the modify, then
- memory is left unchanged, but the instruction continues as normal.
- - A tie is not declared until 150,000 cycles per program have elapsed.
-
- KotH runs on any Unix system with an X windows interface. The source code
- to KotH is available by email from William Shubert. Write to him at
- (wms@iwarp.intel.com) for a copy or get it by anonymous FTP from
- soda.berkeley.edu in the pub/corewar/systems directory.
-
- ----------------------------------------------------------------------
-
- Q15: Is it DAT 0, 0 or DAT #0, #0? How do I compare to core?
- A15: Core is initialized to DAT 0, 0. This is an "illegal" instruction
- under ICWS'88 rules and strictly compliant assemblers (such as KotH)
- will not let you write a DAT 0, 0 instruction - only DAT #0, #0. So
- this begs the question, how to compare something to see if it is empty
- core. The answer is, most likely the instruction before your first
- instruction and the instruction after your last instruction are both
- DAT 0, 0. You can use them, or any other likely unmodified instructions,
- for comparison.
-
- ----------------------------------------------------------------------
-
- Q16: How does SLT (Skip if Less Than) work?
- A16: SLT gives some people trouble because of the way modular arithmetic
- works. It is important to note that all negative numbers are converted
- to positive numbers before a battles begins. Example: (-1) becomes
- (M - 1) where M is the memory size.
-
- Once you realize that all numbers are treated as positive, it is clear
- what is meant by "less than". It should also be clear that no number is
- less than zero.
-
- ----------------------------------------------------------------------
-
- Q17: What does (expression or term of your choice) mean?
- A17: Here is a selected glossary of terms. If you have a definition and/or
- term you wish to see here, please send it to me.
-
- (References to an X-like program mean that the term X is derived from the
- specific program X and has become a generic term).
-
- B-Scanners - Scanners which only recognize non-zero B-fields.
-
- CMP-Scanner - A Scanner which uses a CMP instruction to look for opponents.
-
- Color - Property of bombs which also slow down Scanners.
-
- Decoys - Instructions meant to slow down Scanners. Typically, DATs with
- non-zero B-fields.
-
- Incendiary Bomb - An alternative to the SPL 0/JMP -1 bomb. Looks like
- SPL 0, -8/MOV -1, <-1. Creates a SPL 0 carpet ahead of itself.
-
- Leech - A Leech-like program. A program which enslaves another. Usually
- accomplished by bombing with JMPs to a SPL 0 pit with an optional
- core-clear routine.
-
- Off-axis - Scanners often search using a comparison between two locations
- of memory M/2 apart, where M is the memory size. Off-axis scanners use
- different offsets.
-
- Paper - A Paper-like program. One which replicates a process many times.
- Part of the Paper (beats) Scissors (beats) Stone (beats Paper) analogy.
-
- Replicator - Generic for Paper. A program which makes many copies of
- itself.
-
- Scanner - A Scanner-like program which searches through core for an
- opponent rather than bombing blindly.
-
- Scissors - A Scissors-like program designed to beat replicators. Part of
- the Paper-Scissors-Stone analogy.
-
- Slaver - Generic term for Leech. A program which enslaves another.
-
- Stealth - Lack of visibility to an opponent's program. Making B-fields
- zero to avoid B-scanners.
-
- Stone - A Stone-like program designed to be a small bomber. Part of the
- Paper-Scissors-Stone analogy.
-
- Vampire - A slaver. A program designed to sap cycles away from an opponent
- and put them toward its own uses.
-
- ----------------------------------------------------------------------
-
- Q18: Other questions?
- A18: Just ask. Either ask in the rec.games.corewar newsgroup or send your
- question(s) to me at durham@cup.portal.com. I will do my best to answer
- your question(s) or put you in touch with someone who can. If your shy,
- check out the Core War archives on soda first to see if your question
- has been answered before (see Q9).
-
- Mark A. Durham
- MAD
- Xref: bloom-picayune.mit.edu rec.games.diplomacy:608 news.answers:4670
- Path: bloom-picayune.mit.edu!enterpoop.mit.edu!news.media.mit.edu!micro-heart-of-gold.mit.edu!news.bbn.com!olivea!spool.mu.edu!umn.edu!csus.edu!netcom.com!starkey
- From: starkey@netcom.com (Sean Starkey)
- Newsgroups: rec.games.diplomacy,news.answers
- Subject: rec.games.diplomacy FAQ
- Summary: This posting contains a list of Frequently Asked Questions
- and their answers concerning the game Diplomacy. Readers of
- rec.games.diplomacy should read this file before posting.
- Keywords: rec.games.diplomacy FAQ
- Message-ID: <1992Dec16.205030.5210@netcom.com>
- Date: 16 Dec 92 20:50:30 GMT
- Expires: Sat, 2 Jan 1993 00:00:00 GMT
- Reply-To: starkey@netcom.com (Sean Starkey)
- Followup-To: poster
- Organization: Netcom - Online Communication Services (408 241-9760 guest)
- Lines: 885
- Approved: news-answers-request@MIT.Edu
-
- Last-modified: 15 Dec 1992
- Archive-name: games/diplomacy-faq
-
- rec.games.diplomacy Frequently Asked Questions
-
- This article will be posted twice a month.
-
- The latest version of this file can be retrieved by anonymous ftp at
- netcom.com in ~ftp/pub/starkey/rec.games.diplomacy.FAQ
-
- Note that there are many missing answers! If you have the answers to
- any of the questions, make sure to contact me! If you feel that I'm not
- covering an important part of Diplomacy, let me know and I'll set up
- some more questions/answers.
-
- Send all changes, suggestions, comments, questions, answers, etc. to
- starkey@netcom.com with "FAQ" in the subject.
-
- 1. What is Diplomacy?
- 1.1. What is Diplomacy?
- 1.2. What is Avalon Hill?
- 1.3. Where can I get the Diplomacy rules?
- 1.4. Information/Newsletters about Diplomacy
- 1.5. Books on Diplomacy
-
- 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. Blind
- 2.12. Others
-
- 3. Internet access/Email games
- 3.1. What is EP?
- 3.2. EP play by Email games
- 3.3. What is an EP number?
- 3.4. What is the Diplomacy Adjudicator ("Judge")?
- 3.5. What Judges are available?
- 3.6. Judge FAQ for beginners
- 3.7. FTP sites
- 3.8. Mailing lists
-
- 4. Zines by snail mail
-
- 5. Computer versions of Diplomacy
- 5.1. IBM version
- 5.2. Macintosh version
- 5.3. Amiga version
- 5.4. Commodore-64 version
- 5.5. 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
-
- -------------------------------------------------------------------------------
-
- 1. What is Diplomacy?
-
- ------------
-
- 1.1. 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, started
- to publish the game in the mid 1970's.
-