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Newsgroups: rec.games.diplomacy,news.answers,rec.answers
Path: bloom-beacon.mit.edu!hookup!swrinde!sgiblab!news.kpc.com!amd!netcomsv!netcomsv!netcom.com!starkey
From: starkey@netcom.com (Sean Starkey)
Subject: rec.games.diplomacy FAQ (1/2)
Message-ID: <starkeyCo5z4v.6ot@netcom.com>
Followup-To: poster
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
Sender: starkey@netcom.com (Sean Starkey)
Reply-To: starkey@netcom.com (Sean Starkey)
Organization: Netcom - Online Communication Services (408 241-9760 guest)
Date: Tue, 12 Apr 1994 20:48:31 GMT
Approved: news-answers-request@MIT.Edu
Expires: Sun, 24 Apr 1994 00:00:00 GMT
Lines: 869
Xref: bloom-beacon.mit.edu rec.games.diplomacy:7973 news.answers:17990 rec.answers:4870
Last-modified: 12 Apr 1994
Archive-name: games/diplomacy-faq/part1
rec.games.diplomacy Frequently Asked Questions - Part 1 of 2
This article will be posted to rec.games.diplomacy, news.answers and
rec.answers every two weeks.
The latest version of this file can be retrieved by anonymous ftp at
ftp.netcom.com [192.100.81.100] in /pub/diplomacy/rec.games.diplomacy.FAQ.1
and rec.games.diplomacy.FAQ.2. The latest version of the FAQ can also be
retrived by Email. Mail starkey@netcom.com with "FAQ request" in the
subject and the FAQ will be mailed to you. Also, a HTML version of this
file can be found at ftp.netcom.com in
/pub/diplomacy/rec.games.diplomacy.FAQ.html.
Many FAQs, including this one, are available on the archive site
rtfm.mit.edu [18.70.0.209] in the directory pub/usenet/news.answers.
The name under which a FAQ is archived appears in the Archive-name line
at the top of the article.
This FAQ is archived as games/diplomacy-faq/part1 and
games/diplomacy-faq/part2.
There's a mail server on that machine. You send a e-mail message to
mail-server@rtfm.mit.edu containing: help in the message body.
-------------------------------------------------------------------------------
Please read this FAQ before posting to rec.games.diplomacy!
Send all additions, changes, suggestions, comments, questions, answers, etc.
to starkey@netcom.com with "FAQ" in the subject.
-------------------------------------------------------------------------------
To help with the reading of this document, new changes are listed with a
plus characater '+' before the paragraph and table of contents. A new change
is a change since the last publishing of the FAQ on r.g.d.
-------------------------------------------------------------------------------
Attention newcomers! We are always trying to make our FAQ easier for
newcomers, especially with regards to the Judge and Internet games. If
you had problems understanding anything, please let me know so I can
change/clarify these issues. Send your questions/problems to
starkey@netcom.com.
-------------------------------------------------------------------------------
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. Global variants
2.14. Variant A-Z
2.15. Others
3. Internet/Play by Email games
3.1. What is EP?
3.2. EP play by Email games
3.3. What is an EP number?
3.4. Hall of Fame
3.5. What is the Diplomacy Adjudicator ("Judge")?
3.6. What Judges are available?
======= File 2 =======
3.7. Judge FAQ for beginners
3.8. Judge FAQ for experts
+3.9. FTP sites
3.10. Gopher Server
3.11. WWW Page
3.12. Mailing lists
3.13. 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".
------------
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!
HexaCon
-------
27-29 May 1994
Marksburg, Germany
Contact:
Thomas Franke
Haarenufer 12
D-26122 Oldenburg
0049-441-75192
EuroDipCon II - LinCon X
------------------------
20-23 May
Linkoping, Sweden
ManorCon 12 - WorldDipCon 4
---------------------------
21-25 September 1994
Birmingham, UK
Contact:
Richard Walkerdine
6 Honeybourne Way
Wickwar, Wotton-under-Edge, Glos
GL12 8PF, England
0044-454-299073
------------
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 te 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.
------------
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
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 variants used in EP follow below:
------------
2.1. Standard
This is the original game with the seven powers with the map of Europe.
------------
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
There are a total of 72 supply centers on the board. A majority of
pieces therefore would be 37 centers for victory by a single country.
A draw may also be declared by consent of all players or no exchange of
supply centers for three Fall seasons.
For a postscript map, mail your local Judge "get map.youngstown".
For more info about Youngstown, mail your local Judge "get info.youngstown".
------------
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".
For the map, mail your local Judge "get map.machiavelli".
------------
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.1898".
------------
2.7. Loeb9
A nine player variant, with a slightly modified map. Norway and Spain are
added.
The victory conditions are 20 centers.
For more info about Loeb9, mail your local Judge "get info.loeb9".
For a map, mail your local Judge "get map.loeb9".
------------
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.
------------
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.
The objective of the game is to accumulate four supply centers.
------------
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. 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. YOUNGSTOWN is over-rated.
You can get all these variants from the NORTH AMERICAN VARIANT BANK (see
below).
------------
2.14. 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!
------------
2.15. 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:
James Nelson, c/o 112 Huntley Avenue, Spondon, DERBY. DE2, 7DU ENGLAND
email: LW91JEN@uk.ac.brunel (only during term-time)
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 3.5 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@netcom.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 is an EP number?
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 the EFF and Washington ones).
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. 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 only 20.0 points.) 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 ftp.netcom.com [192.100.81.107] in
/pub/diplomacy/halloffame.Z. This file is UNIX compressed.
2) 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.
3) 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.
4) Ask Nick or Sean for a copy directly.
------------
3.5. 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
3.7 in this document 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
------------
3.6. What Judges are available?
Washington, USA (U of Washington Judge)
---------------------------------------
The first Judge created is judge@u.washington.edu, it is kept by Ken Lowe
(jdr@u.washington.edu). In November 1992, Ken announced that he will
not support the starting of any more games for the time being. All
current games will be played until completed.
Thanks Ken for all the time and effort you've put into the Judge!!!
USWA will be closing May 1, 1994.
Massachusetts, USA (EFF Judge)
------------------------------
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
--------------------
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)
--------------------------------
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)
-------------------------------------------------------
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)
---------------------------------
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)
----------------------------------
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.
A complete list of the Judges is available by FTP from nda.com (192.150.206.1)
in pub/diplomacy/list_of_judges.
--
| Sean Starkey starkey@netcom.com |
| URL - ftp://netcom11.netcom.com/pub/starkey/meta.html |