Here is a complete (1993!) list of PbEM players who have won at least three
games, provided that they are somewhat standard (have as powers the main seven
countries), and are start-to-finish 6 point HoF wins:
Conrad Minshall 8 AEEFFGGT
Alan Bick 6 AAFGIR
Amotz Bar-Noy 5 AFGRR
Dan Shoham 4 ARRR
Josh Smith 4 AFFI
James Dreier 4 AFRT
Dave Cebula 4 AAGT
Michael Frigge 3 ART
Ken Samuel 3 FFR
Robert Rehbold 3 ETT
Kendrick Lo 3 EGG
Jonathan Tan 3 AAE
Eric Luczaj 3 EGR
Jorge Llambias 3 ITT
Ken Lofgren 3 AIR
MOVES [PB:1980]
The theory part of SPI.
S&T consisted of historical articles and
games; _Moves_ consisted of theories of how to play them. Rival to
_The General_.
MS [PB:1980]
Mutually Supports. [HR:Aug02] As in: A Kie MS F Den, instead of writing the
two orders A Kie S F Den, F Den S A Kie.
MULTIEDITOR ZINE (1) [MB:Jun80]
A zine with two or more editors of roughly equal
status. Examples include: Arrakis, Lonely Mountain, NMR! and Paroxysm. Husband
and wife combos include Down Alien Skies and Flying Dutchman. [Note: _zine_ not
used here.]
MULTIGAME ZINE (1) [MB:Mar82]
The earliest gamezines only carried one game each, a second zine was
started for a second game. First one was Brannon's _Wild 'n Wooly_.
MULTIPLE SUPPLY CENTRES (1) [AP:1986]
In the regular game, each supply centre provides the necessary 'resources'
to build and maintain one unit. Multiple centres are able to support two or
more units, depending on whether they are double or triple centres etc. Usually
this advantage is only available to the original owner, if captured by another
power they are only able to support one unit. Multiple centres have no effect
on conflict and are mostly found in Historical,
Fantasy or Science
Fiction variants. See Fortresses and
Variant Jargon (KW).
MULTIPLE UNIT (1) [MB/AP/MN:Jun80/1986/Jul94]
In regular diplomacy all units (both armies and fleets) are considered to
be of equal strength. In some variants there are also multiple units with the
strength equal to two, three or more single units. Often powers control these
at the start of the game and are not allowed to build any new or replacement
multiple units. Rules vary on whether an attack on one cuts them all, how they
may be built and disbanded, etc.
A different type of multiple unit is allowed in Multiplicity.
This variant allows multiple units to be easily formed and disbanded by single
units merging together or dividing. Multiple Units tend to prevent stalemate
lines from forming and usually occur in Historical and
Fantasy Variants. See also
Special Unit Types and
Variant Jargon (KW).
MULTIPLICITY (1) [PB/MB:1980/Jun80]
Richard Walkerdine's variant which uses a
regular board, but allows units to merge to multiple strength and later
resplit. Merits--relatively simple idea, complex results, and all possible rule
arguments worked out in advance. Highly thought of, but rarely seen in US. See
Variant (KW).
MUNICH GAMBIT (1) [MB:Jun80]
An English-German-Italian alliance which permits Italy to take Mun in F01.
In S02, he is supported by GA(Bel) into Bur, permitting Germany to retake Mun
in F02, even as Italy compensates by taking Mar. See
English Opening (KW),
German Openings (KW) and
Italian Openings (KW).
MUTUAL PUPPET (1) [MB:Jun80]
A relationship in which players "exchange" control of certain units. For
example, Russia may agree to do whatever Turkey wishes with his southern fleet,
having it join Turkey's Medit armada. In exchange, Turkey loans the spare army
to Russia. See Puppet.
MUTUAL SUB (1) [MB/TNP:Jun80/1987]
An alternative to trading, popular in the States, in which each editor
subs to the other's zine. There may not even be any
money changing hands, just an exchange of credits on each sub account. Handy if
there is a wide difference in publishing schedules or rates, or if the
GM doesn't want to stick his subbers with the costs of
zines he's getting.
MUTUAL SUPPORT (1) [MN:Mar92]
When one unit supports another which in turn is supporting that unit the
two units are said to be in mutual support. Mutual supports are commonly found
along stalemate lines. Instead of writing A(abc) SA (def) and A(def) SA (abc)
some GMs allow players to abbreviate these orders to A(abc) MS
A(def). Some GMs do not allow this, so it's a good idea to check the
House Rules. This is a special case of a
combined order.