From: nick@sunburn.uwaterloo.ca (Nick Fitzpatrick)
Subject: Diplomacy: EP Chapter 2 - Issue 294 Part 1
Originator: nick@sunburn.uwaterloo.ca
Organization: University of Waterloo
Date: Wed, 30 Sep 1992 00:56:44 GMT

(This might arrive a little late, the Waterloo (well actually Toronto)
news feed has been down, and we are running about 4 days late here)

Issue #294 (Part 1) of Chapter Two of the Electronic Protocol 
By Nicholas Fitzpatrick (nick@sunburn.uwaterloo.ca)
September 29, 1992                      (1992 09 29)
Distributed via: rec.games.pbm rec.games.board bit.listserv.dipl-l
-------------------------------------------------------------
Electronic Protocol Games played on the Diplomacy Adjudicator
-------------------------------------------------------------
I have split this issue into two parts (parts 1 and 2) due to its size!

**** TABLE OF CONTENTS **** 
PART ONE - Opinions, Letters, and Editorials:
    Long dip games (postal games)
    Letter from Karl Dotzek
    Letter from Danny Loeb
    Ken Lowe overrules 17-17 two-way draw in game ounce
    Note from Ken Lowe (jdr)
    Variant - Fantomas
    Diplomacy books available?
    DIPL-L News
    Birth of Youngstown on judge (mostly written by Ken Lowe)
    Postscript maps from judge results
PART TWO - Summary of all moderated games on the Judge:
    List of game openings
    List of EP games on the DA
    For more info about the Judge
    For more info about the Electronic Protocol
    For archives
    List of diplomacy adjudicators
    List of gamemasters
PART THREE - Report from the Battle Front
    In Issue 294, Part 2


***** PART ONE *****

Abbreviations used in this issue:  DL = Danny Loeb
                                   KD = Karl Dotzek
                                   NF = Nick Fitzpatrick
                                   KL = Ken Lowe (jdr)
*** LONG DIP GAMES (POSTAL GAMES) ***

>From BURGESSJ@gar.union.edu (John Burgess)
     Wed Sep 23 22:13:40 1992

I wanted to add a few words about the discussion in the most recent Chapter 2 
of EP on long Diplomacy games under the Judge.  By way of background, I am 
adjudicating one EP game by hand (what can I say, I enjoy doing it and I'm not 
quite ready to be replaced by a computer, though I'm fully supportive of the 
Judge in general), and I have a postal Diplomacy zine that is running seven 
games on a three week schedule.  Of those seven games, one is moving into 1920 
at present and has at least a couple of years of life (it isn't locked in a 
stalemate line and has four players left).  This is not unusual in the postal
world and the game began in 1987!  Moreover, I myself have played in a game 
that ended in an English win in 1930 and have seen numerous games in the late 
1920's.  The 1930 game is the longest postal game of which I am aware and was 
written up by me in Diplomacy World last year.

I also have some thoughts on why E-Mail and Judge games generally are shorter 
than postal games in game time as well as the universally accepted differential
 in real time.  In most E-Mail games I've seen (including the ones I've 
adjudicated as GM) the top players are more or less as talented negotiators 
and tacticians as the top postal players; however, the poor E-Mail players are 
much worse players than practically any postal players I know -- even complete 
novices.  In most E-Mail games there are two or three of these poor players who 
are cut to ribbons by the good players so that by 1905 or so there usually are 
only about four players left.  I have not done a careful analysis of this but 
it happened in TRUST ME! -- the game I am adjudicating for EP.  What do the 
other five games I am running postally look like (one is just starting)?  One 
is in 1906 with all seven players still in, one is in 1907 with six players 
still alive, one is in 1908 also with six players, one is up to 1909 and still 
has six players, and the other game (excepting the one entering 1920) has 
completed 1910 and is down to only four players.  

Once a Dip game is down to four players the strategic possibilities usually 
become extremely limited and the game wraps up fairly quickly unless alliances 
shift repeatedly (as they did in the game I played Italy -- working it from 
two centers to about thirteen -- that ended with an English win in 1930).  I 
think the efforts to bring the postal novice packages into the E-Mail realm is 
an important way to minimize this problem -- and I do think frivolous players 
who don't learn the game well enough to avoid elementary tactical errors are a 
problem who ruin the game for other players -- and if I can do anything to 
assist other postal emissaries like Mark Nelson to bring our experience here, 
please let me know.  It's fun to watch you fight through growing pains while 
our postal hobby slowly ossifies with age.  Unfortunately, I don't believe they
can be linked easily.  Anyway, I also want to thank you, Nick, personally for 
taking on the editorship of Chapter 2 of EP and wish you luck as you move past 
your 300th issue.  I've been pubbing for nearly a decade and am only to #120.

Jim Burgess (BURGESSJ@gar.union.edu)

*** LETTER FROM KARL DOTZEK ***

Karl sent the following regarding the last issue of EP.
   Talking about a point system

 > KD I feel that manage to survive in a game is worth getting some credit.
 > To survive needs a lot of Diplomatic effort, even if you help the
 > winning power to survive - if the latter has missed the victory
 > because of you, he will stab you anyway (which is your death
 > normally), if doesn't miss it, it's poor play of the rest of nations.
 > 
 > KD I would propose something like 0.01 pts * #units-still-on-the-board.
 > 
 > KD It is imaginable that every surviving power gets this award, also solo
 > winners and drawees, thus increasing the value of a victory even more,
 > but advantaging also those who got not eliminated.
 > 
 > NF But any power, who is not eliminated and does not share in the win, is
 > simply
 > there because people do not want to play out the game to the natural
 > conclusion, everyone knows what the result will be, and the survivor would
 > not survive if the game was carried a little further.

KD So what I'd better suggest is something like:

0.01 pts * <average-of-held-SCs> * #<survived-years> / #<yrs-the-game-was-played>

KD How about that? One has to check if the numbers produced by this are
still reasonable. Instead of years one could also use seasons, no
problem. <average-of-held-SCs> means sum over the amount of #SC/year,
divided through #yrs survived, which actually simplifies the formula
to:

0.01 pts  *  <sum-of-#SC/yr>  /  <yrs-game-played>

KD This takes into account how early a power got eliminated: points are
not only given for survivors, but also for eliminated powers.

KD This formula may lengthen games unnecessary of course and may also
have the effect of always trying to hold as many centers as possible,
which is not good in all situations.

KD A problem arises if several players played one power through the
years. Will the average-of-held-SCs be taken over the period the
player played, or will the average be taken over the nation's survival
period as a whole and assigned to the several players all the same?

KD Well, my opinion is also, that those 'endurance' points should in no
way be comparable to the amount of points you should get for a win or
a draw. There has to be some qualitative difference between endurance points
and 'real' victory points. Something like you need a hundred endurance
points to get one victory point. I simply would like to see the
efforts for survival/endurance reflected in at least *some* way.

NF It seems a reasonable idea, part of the setup for the Hall of Fame, allows
anyone to reinterpret the results, with their own point systems.  However
yours is so complex, I would have to hard-code it into the Hall of Fame, 
It would be possible, however I doubt that it would be so ambitious.
I guess the main point, is that the number of points would be so small,
that it is not worth mentioning.  Then mention in the Hall of Fame should
be enough, why would a loser need points.

NF My main fear is that it would provide some justification for some
players, in "trying to finish second", remember morat?

KD A more general question about the Hall Of Fame: What do you all think
about the fact, that someone who plays a lot of games has a higher
chance to get many points as someone who plays only a few games?
Someone who wins three games maybe less than someone who finishes a
hundred three-way-draws! :-)

NF Yes, this can be a problem, there is definitely room for a second point
system, that would give points based on complete games played, and would
take into allowance players who play less games.  Perhaps something
like Baseball's batting average of E.R.A.

   Talking about the Hall of Fame . . .

 > NF Machiavelli games could be included, but I haven't got the slightest idea
 > on how to assign points . . .

KD Same principle as for standard and youngstown. There's a known number
of players in the beginning.

NF Well, I guess I know how to assign points for the win, I just don't know
how to get my program to figure out automatically that there was a winner!
I guess I would have to add something in to hard-code in winners.


*** LETTER FROM DANNY LOEB ***

Danny sent the following regarding the last issue of EP.

>*** LONGEST JUDGE GAMES ***

DL You should also note a recent article in EP which gave the EOG
statement from the longest known standard game. It ended in the
mid-30's. 

>KD I feel that manage to survive in a game is worth getting some credit.
>To survive needs a lot of Diplomatic effort, even if you help the
>winning power to survive - if the latter has missed the victory
>because of you, he will stab you anyway (which is your death
>normally), if doesn't miss it, it's poor play of the rest of nations.

DL I disagree with Karl. Helping someone win the game is contrary to the
objectives of the game. Of course, in a difficult position one must
often flirt with death and help another player to the VERGE of
victory, or pretend to help him to victory. I see no reason to credit
a player with helping another player win if he couldn't earn the
credit himself by forcing his way into a draw.

NF Ken has an interesting point on this subject (see following article
in this issue)


*** KEN LOWE OVERRULES 17-17 TWO-WAY DRAW IN GAME OUNCE ***

>From jdr@u.washington.edu Tue Sep 15 21:20:44 1992

>           Concerning the game OUNCE, Italy (myself), and Russia would 
> once again like to petition for a draw. We have talked about it, and 
> decided that we would ask again after England and France were 
> eliminated. Both Countries will be without a supply center after this 
> turn, so Italy and Russia will control 17 centers each. 
>      Looking at some of the Hall of Fame lists, there are many games 
> which end in 2-way draws. Please allow game Ounce to end this way 
> also. 

KL Some of them are legitimate, but most of them are bogus.  I don't believe
in draws that are not stalemates.  Game Ounce is not a stalemate; I will
not declare it a draw.  I will, however, declare it a Russian win!  Russia
can take and hold Munich, Smyrna and Trieste uncontested.  Congratulations
Russia.  I hope Italy thinks twice before handing you the win at the expense
of the other players next time.

Editor's Note
-------------
The summary for the game ounce appears in part 3


*** NOTE FROM KEN LOWE (JDR) ***

Ken recently sent me a copy of a (re-)registration request:

    Date: Tue, 15 Sep 92 17:35:40 -0700
    From: Judge Dash Request <jdr@u.washington.edu>
    Subject: There goes the neighborhood...

    Registration request processed:
    User:  596 50504 -142
    Name: Saeed Siddiqui
    Phone: (505) 425-4336
    Site: New Mexico H. University, Las Vegas
    Timezone: Mountain
    Email: Siddiqui_s@merlin.nmhu.edu
    Level:Novice
    Sex: Male

Editor's Note
-------------
So how are the chances of that noMERLIN switch for the judge, or 
perhaps a no 50504 switch!
 

*** VARIANT - FANTOMAS ***

>From deschatp@CHIMCN.UMontreal.CA (Deschatelets Pascal)

As a contribution to your Email 'Zine, I could mention a few variants that 
were active with the 'Zine I used to play with, a few years ago.  It was a 
French 'Zine, so I guess the variants might still be pretty unknown around...
 
The first variant was called "Fantomas".
 
It's basically a standard games, but players are allowed to "invisible" 
units.
 
You choose one or none of your units as a "ghost" unit at the start of the 
game.
 
The basic ratio normal/ghost unit is simple.  For a build, disband and such,
you can NEVER bring your number of ghost units over the number of normal units 
you own.  If your number of ghost units is already higher than of normal units, 
you can't build any more ghost units until you bring your # of norm. units 
above the # of ghost units.

That also means that if your number of ghost units is higher than std units, 
and you have to disband, you have to disband ghost units.
 
The rest of the rules are exactly the same, with a few notes:
 
SC taken by ghost units aren't announced.  Not even to the owning player 
(except in a few games, the owning players knew which SC were lost).  He only 
knows the number of SC he has, and only at each fall.  So a player might 
publicly be declared has having 3 SC but have 10 in reality.  
 
It's a very chaotic game.  You're never sure who's attacking who.  Diplomacy
is the name of the game though.  It's quite easy to backstab someone without the 
victim noticing the attack before a few seasons.  
 
Only a lucky "bounce" would tell the victim that ghost units are in his 
backyard.  
 
So you have to diplomacize until your head hurts.  'Coz it's VERY hard to 
have any insurances against a backstabbing ally, as you don't know where half 
his units are.
 
Pascal


*** DIPLOMACY BOOKS AVAILABLE ***
From: gummi@rhi.hi.is (Gudmundur Bjarni Josepsson)

Does anybody know if there are any books available on Diplomacy?  I'm
looking for something about the game in general, opening moves, most
effective threats, most subtle lies etc.  Stuff that is obtainable (for
free) via Internet is also welcomed.

Thanks,
Gummi


*** DIPL-L NEWS ***

Some 30+ messages passed through DIPL-L (bit.listserv.dipl-l, aka 
dipl-l@mitvma.mit.edu) over the last few days!  Often excerpts from DIPL-L
are published in EP Chapter 2, however what went through over the weekend
is just too much for me to handle.  (In fact if it were not for the 300+
error messages that the listserv sent to me about DIPL-L, I would have produced
this issue last Sunday!).  

If you want to subscribe to DIPL-L, send the message
SUB DIPL-L Your Name    to     listserv@mitvma.mit.edu       or
read the Usenet news group  bit.listserv.dipl-l

Here are a couple of the better excerpts: (in other words Eric, the rest
are all yours, for chapter 8!)  (Sorry Mark, by the time your good ones
showed up, I was so pissed off with the amount of mail I was getting, I
filed them away for archiving).


*** BIRTH OF YOUNGSTOWN ON JUDGE (MOSTLY WRITTEN BY KEN LOWE) ***

From: George Boyce <george@NR-TECH.CIT.CORNELL.EDU>

I though I would pass this on, a conversation I had with Ken about the
judge variant of youngstown. It gives you an idea of how a variant is
born.

  > Regarding off board area movement, your description is very different
  > from the version promoted by the Schenectady Wargamers Association, or
  > at least as I know it.

  That's probably correct.  I solicited rule descriptions and got two
  which were very different.  The fellow that sent me the SWA map gave
  me what he had as the SWA rules for this variant, but I found them
  quite inconsistent and confusing -- particularly when it came to the
  off board box movement.  The rules he gave me indicated that you
  couldn't move from one box to another and paths were not reflective.
  Eg: You could go from NPO-ObL-NAO, but NAO-ObL was not allowed, you
  had to go through ObA.  Another problem came up when trying to support
  units.  He tried to tell me you could support a move into another box
  although it wasn't explicitly described in his rules, but that violates
  basic principles of Diplomacy, namely that you can only support a move
  into a space where you can move.  Without being able to do that
  support, though, there were cases where a power could park a unit in an
  offboard box and it could stand off all attempted attacks no matter how
  many units the aggressor had free to throw at it.  Meanwhile, the guy
  with the standing unit could continue to pump units through the one-way
  door.  I chose to use most of Jon's rules when it came to the off board
  boxes as they were much more succinct and seemed to be more consistent
  with the rest of the game and the topology of the map -- not to mention
  much easier to implement.

  > So, I was wondering how wide spread your variant is and where/when did
  > Jon Monsarrat describe his off board rules?

  I have no idea how wide spread Jon's variant is/was.  I got it from another
  email enthusiast who got it from him as he had his own adjudication program
  that supported it.  My variant is a mixture of his (offboard boxes) and the
  SWA variant (initial locations and Suez) so I'm pretty sure that it is only
  used for games played via my adjudicator.  I have no connection with
  non-email Diplomacy, so I don't know what gets played outside my world.

  > George

  -Ken


*** POSTSCRIPT MAPS FROM JUDGE RESULTS ***

From: George Boyce <george@NR-TECH.CIT.CORNELL.EDU>

I have a program that takes the status of a Diplomacy game and
produces a (postscript) map of the game, complete with units
indicating positions and arrows indicating which moves were attempted
and which failed etc. It currently does a pretty good job on any
report, or series of reports, sent out by the judge. It tries to skip
header and trailer lines of mail files so I, for example, just pipe a
given mail message directly to the program and out comes a map on the
printer. If the report is a movement report, it can print out a second
map of the resulting positions. If the report has a center ownership
section, that will get put on the map too, as do movement orders.

It has support for the most common variants including youngstown. It
shouldn't be hard to support others if a postscript version of the map
already exists.

The program is written in C and is in the public domain. It is free to
anyone who wants it or who wants to put it on an ftp or mail server.
It is 150K as a uuencoded compressed tar file.

George
grb1@cornell.edu


***** PART TWO *****
**** LIST OF GAME OPENINGS ****

Moderated Replacement Openings include:
spider and luzon

Unmoderated games openings include:
warsaw, bali, elba, zen and oneboat.
(belch is proceeding NMR for 'interests sake'
 raj is about to be shut down)

Umoderated Australian judge openings:
bing, twinkles

Signups available for the following moderated games in formation:
shuppan, senlac, ulm, trafalga, boyne and sinister.  
baldric at Australian judge.
(krauts for german speakers only)

**** MONTHLY LIST OF EP GAMES ON THE DA ****
--- EXPLANATION ---
Here is the monthly update on games played on Judge. Each game is
represented by a line of data (followed possibly by a line of comments

--- please send me comments I can use if you are a GM!). The games are
sorted according the variant rules which are used.   Also if you
have an EP number, and I don't, please send it to me.

Column  Explanation
------  -----------
(1)     Name of game including a "#" if game is "private" or "unlisted"
(2)     Electronic Protocol number (and Chapter) if available. 
(3)     Name of the GM (see list of GMs below).
(4-10)  Updates on game in chronological order (most recent on the right)

The updates for a game in formation indicate the number of players
needed to start. For example, -5.

The updates for a game in progress indicate the season (F for Fall or
S for Spring), the last 2 digits of the year, and the phase (M for
movement, B for builds, and R for retreats). All this is possibly
followed by the indication of the number of replacement players (-1),
temporary replacements (T1) needed, or needed later on (*1).

--- LIST ---
Name      EP# GM      Feb04   Apr03   May22   Jun30   Aug26   Sep15   Sep29
-------   --- --      -----   -----   -----   -----   -----   -----   -----
STANDARD RULES
cubit     158 jdr     S01M    F03M    S05R    ?       S08M    F08M    Over
              Game completed, see summary in part 3.       
dram      159 jdr     S01M    F03M    S06M    ?       F10M    S12M    F12M
evolt     161 jdr     -7      F02M    S06M    ?       F11M    S13M    Over
              Game completed, see summary in part 3.       
furlong   164 jdr             F02M    S04M    ?       S08R-2  F09M    S10M
hector    165 jdr             F02M    F05B    ?       S09M    S10M    Over
              Game completed, see summary in part 3.       
infinite  166 jdr             F02M    F05R    ?       F08M    F09M    F10M
karat     185 jdr             S01M    F03M    ?       S05M    F06M    F07M
lot       186 jdr             S01M    F03R    ?       F06B    S08M    Over
              Game completed, see summary in part 3.       
meter     187 jdr             S01M    F02B    ?       S08M    S09M    S10M
newton    188 jdr             S01M    F03M    ?       S07M    S08M    F08B
ounce     189 jdr             -2      F03M    ?       F08R    S10M    Over
              Game completed, see summary in part 3.       
pint      190 jdr                     F02R    ?       S06M-1  S07M    S08M
quart     191 jdr                     F03M    ?       F06M-2  S07M    F07M
rad       205 jdr                     F01B    ?       F04B-1  F05R    F06M
second    206 jdr                     S02M    ?       S06M    F06M    S07M
ton       207 jdr                     S01M    ?       S03M-2  F04M    S05M
unit      208 jdr                     S01M    ?       S05M    F05M    F06M
volt      209 jdr                     S01M    ?       S04M    F04M    S05M
watt      210 jdr                     -6      ?       F02M-3  F02B    S03M
ant       211 jdr                             ?       S04R    S05M    F05M
beetle    212 jdr                             ?       F04M    F04B    S05R
cicada    213 jdr                             -3      F03M    S04M    F04R
dragnfly  214 jdr                                     S03M    S03R-1  F03B
earwig    215 jdr                                     F02M    F03M    F04M
fly       216 jdr                                     S02M    F02B    S03M
gnat      217 jdr                                     F02M    S03M    F03B
hornet    218 jdr                                     S01M    S02M    S02R
inchworm  219 jdr                                     S01M    F01M    F02M
junebug   220 jdr                                     S01M    S01M    S02M
locust    221 jdr                                     -1      F01M    F02B
moth      224 jdr                                             S01M    S02M
pillbug   227 jdr                                             S01M    F01M
spider    228 jdr                                             S01M-1  F01M-1
tick      229 jdr                                             S01M    S01M
wasp      230 jdr                                             S01M    S01M
antelope  232 jdr                                             -5      S01M
beaver    233 jdr                                                     F01M
cow       234 jdr                                                     S01M
dog       237 jdr                                                     S01M
elk           jdr                                                     -7
baldrick      Bob                                                     -7
              This game is on the Australian judge, players are asked to
              list the game before joining.  (ie has grey press, etc)
cheetah   225 desper                          S01M    F05M    F06B    F08M
              Warp game
croatia   148 nick    F03M    F06M    F08M    F10M    F12M    F13R    F14B
              Most advanced standard game on judge (took over from marengo)
diablos       j_oregan                -7      -5      S01M    F01M    F02M
fall          Gummi                                   ?       S02M    S03M
grass         karl            S01M    S03M    S04M    S06M-2  S07M    F07B
              German language game
kaiser        karl            -3      F03M    F05M    F07B    S08M    S09M
              Big mess now: G stabs E
marengo   129 scottb  S09M    F11B    S14M    S14M    S14M    S14M-2  F14R
              Oldest standard EP # in Chapter 2.
peregrin  236 Casmacin                                        -6      S01M
sinister      Starkey                                         -7      -7
              An Evil game for Evil Players  *Please* read press help!
ulm       235 Marty                                           -6      S01M
womble        n0kernic                                        F02M    F03B
              Only Adelaide University Comp. Sci!!!
wren      223 Casmacin                                F01B    S03M    S04M

STANDARD GUNBOAT - Identities of players unknown. All messages are public.
dppd          loeb                                            F09M    S13M
dppe          loeb            S01M    S04M    F05B    S08M    S09M    S10M
              Last remaining game against the Bordeaux Diplomat. Turkey 
              is heading towards victory. New DPP games near the end of 
              the year?
eldritch      j_oregan                -5      S02M    S04M    S05M    F05B
sarajevo  195 desper                                  F03B    F04M    S06M
              Big year for France - at what cost?
trafalga      Marty                                           -7      -5

STANDARD GUNBOAT ROUND-ROBIN - Each player plays all 7 powers in 7 games.
game 2    174 Jamie                                   F05M    F06M    F07M
game 3    175 Jamie                                   F07R    F08R    F09M
game 4    176 Jamie                                   F02B    S03R    S04R
game 5    177 Jamie                                           F01M    F02M
              
YOUNGSTOWN RULES (10 players) Extended map including Asia and Africa.
dien      124 jdr     S11M    F11M    S14M    F15M    F18M    S19R    S19R
giggles       dwisemanF08B    S10M    F11M    S12M    F13M    S14M    S14M
              Local ERIM game
krauts        karl                    -9      -9      -9      -10    -10
              Press to be written in German. Long signon period anticipated.
              (ed: Very, very long signon period!)
              Spiel in Deutsch, alle Verhandlungen werden auf Deutsch gefuehrt. 
timor     160 nick    -10     F01M    S04M    S05M    F07M    F08M    F09M

YOUNGSTOWN GUNBOAT GAMES
celebes   197 nick                            -8      F03M    S04M    F05M
              Super warp  36h deadline, 72h grace, 7 days a week.
luzon     192 Marty                   S02R    F04M-2  S05M    F05M    F06M
              Warp speed. 24h deadline, 72h grace.  
mindanao  231 Marty                   -7      -6      -4      S01M    S01M
shuppan       Josh                                            -8      -5
              A White Press Gunboat!!
sumatra   182 nick                    F04M    F05B    F07M    F08M    F09M
              Warp speed. 24h deadline, 72h grace.  
sunda     171 nick                    F04R    F05M    S07M-1  S08M-2  F09M
              Warp speed. 24h deadline, 72h grace.  
        
GREAT BRITAIN RULES (7 players) Britain starts with 6 SC's but all armies!
hastings  139 loeb    S05R    F07B    F13M    S16M    F19M    F20M    F21B
              England (with 6 fleets!), France, Turkey push back G.
senlac        Matt                                            -7      -6

CHAOS RULES (34 players) Regular map. Each SC is owned by a different player.
fontenoy  114 jdr     F09M    F10M    F14M    F15M    F17B    F18R    F19M
              First Chaos game. 6 remaining players in a wide open position.

iona      169 jdr     S01M    F02M    F04R    S06M    F08M    S09M    S10M
              UV3 northern alliance faces AG18 southern alliance. (U and 1 lead)
zenith        NONE                            -11     F00B*2  F01M    F01B
    
1898 RULES / GUNBOAT GAME
corsica   222 dmb                             S00M    F00M-1  S01M    F01M
boyne         Marty                                           -6      -6
                
MACHIAVELLI RULES - An economic variant of Diplomacy marketed by Avalon Hill.
sober         andre                   -2      F54M    F55M    S56M    U56M-1
              A gunboat Machiavelli Variant without Loans and special units.

**** FOR MORE INFO ABOUT THE JUDGE****
For X:                                  Send Y to JUDGE@U.WASHINGTON.EDU:
------                                  ---------------------------------
        (*QUESTIONS ABOUT A CERTAIN GAME*) 
More detailed information about a game: LIST <name-of-game>
History of a game:                      SUMMARY <name-of-game>
Detailed Recent History of a game:      HISTORY <name-of-game> <options>
Regular updates for a certain game:     OBSERVE <name-of-game> <password>
Copy of variant rules:                  GET INFO.<name-of-variant>
                        or              GET PRESS
                        or              GET GUNBOAT
        (*GENERAL QUESTIONS*)
General information                     HELP
Update of the list of games above       LIST
More detailed list                      LIST FULL
To be informed of all game changes      OBSERVE CONTROL <password>
Default house rules                     GET EP.HOUSE.RULES

Other information: Contact me (nick@sunburn.uwaterloo.ca) or
Ken Lowe (jdr@u.washington.edu) or your game master (see list below)
                
**** FOR MORE INFO ABOUT THE ELECTRONIC PROTOCOL ****
To solve Email problems, contact one of the email wizards:
        swb@ccwf.cc.utexas.edu, andre@hern.stonemarche.org
        eisen@cs.jhu.edu, eisen@jhuvms.bitnet, or wcw27974@uxa.cso.uiuc.edu  
Other information: Contact Eric Klien (eric_s_klien@cup.portal.com)  

**** FOR ARCHIVES ****
1) Use the HISTORY command for recent game result.
Use the GET command (especially GET FLIST) to receive JUDGE related
files.
2) Contact the archivists, jlitvin@hfglobe.intel.com/John Litvin,
3) Anonymous FTP
Machine:                Directory:              Contents:
Milton.U.Washington.Edu /public/misc            judge source, postscript maps
FTP.FU-Berlin.DE        /pub/misc/diplomacy     variants, hall of fame, 
                                                postscript maps, articles, 
                                                judge source
137.248.151.12          /pub/incoming/ep-chapter Old issues of EP.

**** LIST OF DIPLOMACY ADJUDICATORS ****
USA           judge@u.washington.edu
Australia     judge@gu.uwa.edu.au
South Africa  judge@shrike.und.ac.za

**** LIST OF GAME MASTERS ****
David M Bowen               dmb@bigd.cray.com dmb@sequoia.cray.com
Dave Cebula                 cebulad@physics.orst.edu
Karl Dotzek                 karl@adler.ims.uni-stuttgart.de
Jamie Dreier                pl436000@brownvm.brown.edu
Nicholas Fitzpatrick        nick@sunburn.uwaterloo.ca
Danny Loeb                  loeb@geocub.greco-prog.fr
Ken Lowe                    jdr@u.washington.edu
Michael Luft                scottb@cs.utexas.edu
Sean MacIntosh              casmacin@atlas.cs.upei.ca
John Aidan O'Regan          J_Oregan%csvax1@iruccvax.UCC.IE
Andre Verweij               andre@duteina.tudelft.nl andre@hlniob.uucp.
Gudmundur Bjarni Josepsson  gummi@rhi.hi.is
Rick Desper                 desper@mat.rutgers.edu
Matt McLeod                 C9106225@cc.newcastle.edu.au
Josh Smith                  irilyth@fenris.claremont.edu
Sean Starkey                starkey@netcom.com
Bob Blanchett               s1029708@giaec.cc.monash.edu.au




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