Diplomacy A-Z, Version 6.0

E & F Entries

Jim Meinel in _Diplomacy World_ 65 (Winter 1992) gives the following list:

      ZINE NAME        EDITOR            DATE OF FIRST ISSUE
  1: Graustark       (John Boardman)     May 12th, 1963
  2: Ruritania       (Dave McDaniel)     September 13th, 1963
  3: WorlDip         (Bruce Pelz)        November 14th, 1963
  4: WitDip          (Bruce Pelz)        January 9th, 1964
  5: Freedonia       (John Boardman)     May 2nd, 1964
  6: Brobdingnag     (Richard Schultz)   May 9th, 1964
  7: Trantor         (John Smythe)       August 26th, 1964
  8: Wild 'n' Wooly  (Dan Brannan)       October 16th, 1964
  9: The Gamesletter (Don Miller)        February 1965
 10: Nostrilla Notes (Dan Alderson)      March 8th, 1965
 11: Costaguana      (Conrad von Metzke) April 1st, 1965
 12: Massif          (John Koning)       April 1965
 13: Barad-dur       (Jack Chalker)      July 1965
 14: Lusitania       (Bernie Kling)      July 1965
 15: Orthanc         (Ron Bounds)        Mid 1965
 16: Marsovia        (Bob Ward)          September 1, 1965
 17: Lonely Mountain (Charles Wells)     September 1965
 18: STAB            (John Koning)       October 9th, 1965
In UK postal games the 'most popular' early eliminatees are:
1902 Austria (44), Germany (3), France (2), Russia (1).
1903 Austria (112), Russia (32).
1904 Austria (104), England and Turkey (69).
England, Italy and Turkey have never been eliminated in 1902. (_Dolchstoss_ 198, June 1995).
Amongst standard HoF-recognised games (standard means any-type press, regular or gunboat) the most popular early eliminatees are:
1902 Austria (15), Russia (1), Turkey (1).
1903 Austria (61), England (7), France (10), Germany (18), Italy (1), Russia (20) and Turkey (19).
Source: RGD post (4th December 1995).
I was eliminated in 1902 as Turkey in a US postal game in 1983. I had great fun, but I caused an alliance between Italy, Austria, and Russia to form against me; How could they do that, I'm such a nice guy... The question is: can someone have too much fun? The answer is yes, if your opponents lose patience with your idea of fun. I tortured them with press as Ghost of Turkey for the rest of the game, which I think finally ended in a three way draw in 1915 or so. They NEVER completely got rid of me.

The game began with a planned Sev-Con Shuffle between Turkey and Russia, who was being played by Nancy Irwin in her first postal Diplomacy game. Her soon-to-be hubby, Puppy Frueh was the man behind the scenes though he swears that the entire plan was her idea. Russia took Con but bounced me out of the Shuffle into Sev. Russ Rusnak was playing Italy and Nelson Heintzman Austria. Russ and I did our usual fun snarling at each other while Nelson and I never connected (Nelson was a Brux toady and I very definitely was not). The key to the game was the clash of personalities! The tactics were secondary. I was at my press/toady/zoftig peak!! Nancy couldn't handle it and was sure I was certifiably insane. We met in person at Madcons years later and laughed about it, but one thing about playing a personality game... novices are going to slice your balls off for it!!

It was a lot of fun, even as they wiped me out.

EARLY LEADER (1) [MN:Jan1997]
It's best to avoid being the early leader, as you become a target for the other players. What is an early leader? Brad Stuart defines an early leader to be a player who has 10, or more, centres by 1904. Jeff Vitous suggests a 3 supply centre lead over second place.
Earliest Dip club, it promoted the game in its infancy and supplied most of the members of _Graustark's_ first game. President was Fred Lerner.
Austria, Russia, Turkey and, depending on his alliance structure, Italy. The most quintessentially eastern power is Turkey.
A family of variants, including some by that name and _"Hypereconomic Diplomacy"_. The theory is that every province has some economic value, not just SCs. Each province on a regular or variant board is given its value, and raising various types of units, bribes etc all have their individual costs. Credits not used can usually be saved for later seasons, used as loans or indemnities, etc. These games tend to involve an inordinate amount of GMing work and overcomplexity. First created by Don Miller and once quite popular, they are now rarely seen. See Variant (KW).
See European Diplomacy Championship.
An award for the essay on the best stab in a postal game. Begun in 1979, to be awarded annually, under the aegis of DW. The award is given by a committee chaired by Mark Berch. See Hobby Awards (KW).
EFF JUDGE (1) [MN:Dec92]
EFGIART (1) [MN:Aug94]
Doug Beyerlein's zine devoted to picking up and finishing orphaned games, the first such zine in the hobby. Started November 1967 and folded on 186 (May 4th 1985) when Beyerlein was driven out of the hobby by the Great Feud.
EGAN, Richard (1) [MN:Dec92]
Active in the British hobby from the mid 1980's to the early 1990's. Particularly interested in Diplomacy variants, Richard used his zine, _Vienna_, to promote the play of variants.

One of the most active variant fans in this period. Started one of the most complex postal American football games which is on a par with any of the commercial games. After a period of burnout when he had a low hobby profile Richard resumed his career as a publisher by launching a new zine _Lies, Damned Lies, and Diplomacy_ in 1992. See Personalities (KW).

EGOBOO (1) [MB:Mar82]
Short for "ego boost", the psychic reward that a publisher, or anyone, gets from seeing his name in print, or a project of his succeeding, etc. See also Nelson, Mark and Reynolds, Harold.
Discussed in detail in Andy Schwartz's excellent article Diplomacy Paradoxes. In a nutshell, it explains in terms of simple logic (yes, logic can be applied to this game!) how a paradox, such as Pandin's Paradox, can occur in adjudication. I quote:
For example, consider the following statement: T: This sentence, T, is true. On the surface, it seems simple enough. If it is true, then it is true. Voila. Except, what if we say it is false? Then it is also false.
In the end, the article explains, that this quasi-paradox, as well as the others in the article, wind up being the result of "a non-simultaneous contingency".
This zine began in October 1988 on the small BBS called Portal. By the Spring of 1990 I discovered that Portal had a free connection to Usenet and the zine rapidly grew. One key selling point of the zine was that NMRs were not allowed; if a player failed to submit orders either the GM had to get orders from the player or replace the player. Simply holding all the player's units was no longer an option. Eventually nearly all the GMs on Usenet joined my zine and followed my houserules with the exception of the computer program Judge which continued to allow NMRs. Over time, even Judge adopted my houserules after many of its games collapsed due to NMRs. This was very important because my zine has too many games to be handled in a non-automated way. Judge has now started the majority of my 183 electronic Diplomacy gamestarts although some of my games are still started by humans.

There have been a number of subzines to Electronic Protocol. They have been called Chapter One, Chapter Two, Chapter Three... Electronic Protocol has had several different Chapter Numbers, currently it is Chapter Eight. With the exception of Chapter Two these subzines have only been distributed to the players (and interested parties) in the games being run and have been strictly warehouse. See KLIEN, Eric and Zine Names (KW).

One to write, sometime.
The line of succession of the EPCC Secretary.
February 18th 1993 to 24th September 1993: Josh Smith
24th September to 17th November 1993 : Danny Loeb.
17th November to ?: Mark Nelson.
All regular and variant games being run under the Electronic Protocol Houserules are assigned a unique designator. At the core are 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.

The person who issues EP Numbers to diplomacy/variant games ran over Internet that satisfy the _EP_ Houserules.
The Custodians have been:
Eric Klien (October 1988 to August 28th 1992) *
Nick Fitzpatrick (??? to 19th February 1993)
Sean Starkey (19th February 1993 to ???)
* On August 28th 1992 the Custodianship was split into two jobs. One Custodian gave numbers to games run on the Judge and one Custodian (Eric) gave number to human moderated games.
An alliance which features one country building armies and the other, fleets. Most common example is England-Germany, but can be done with Russia-Turkey and others. Also referred to as Tiger and Shark.
The first ever eliminatee was in _Graustark_ 8 when Austria was eliminated from 1963-A.
E-MAIL (1) [AoS:88]
Electronic Mail: communication between computers. Diplomacy by E-mail is becoming increasingly common. See Judge, EFF Judge.
Email Diplomacy originally revolved around the use of automatic adjudicators called the Judges as well as some hand moderated GM games. However in the 21st century the email games shifted dramatically to web based graphical interface systems that got away from the awkward syntac of the judges and allowed for a greater number of players to participate. See also Judge, DIPLOMACY ADJUDICATOR
In variants that permit combined A/F units ("piggyback convoy") this is the process of joining the two. It usually requires a season. See Variant Jargon (KW).
A large (in scope) board game produced by SPI in the 1970's which attracted a cult following amongst several UK dip fans in the 1980's. Several of the shorter scenarios were run and several zines started the campaign game, which has 100 or so turns and takes about 8-10 years to run to completion at typical zine frequency. (Due to the structure of the game it is easy to replace drop-outs and add new players when needed.)
A player's essay, running from one line to pages, about the game or his play in it. Normally this is printed once the game has ended. Players may give motivations for particular actions, descriptions of special tricks, their impressions of other players, or just a history of their performance. GMs occasionally comment. Such a statement may be cathartic; permitting the player to get the game "behind" him.
EN GARDE [PB:1980]
Role-playing game which has been successful in transfer to postal play. Each player is an individual in the days of chivalry, duels and two types of women, harlots and ladies. Several campaigns currently running.
ENGLISH ATTACK (1) [MB/RE/MN:Jun80/89-90/Aug95]
Richard Sharp's name for the series of French openings involving the move F(Bre)-ENC, accounting for 1/4 of all French opening in UK games up to 1980. It is commonly acknowledged that England is the trickiest power to eliminate, courtesy of its island position and inevitable emphasis on building fleets. Consequently, some players believe that France must contain its northern neighbour early in the game, and at all costs prevent England putting a fleet into the Channel. F(Bre)-ENC may therefore be intended to stand off F(Lon)-ENC rather than actually threaten the English home centres. Sometimes the armies move to Spa and Gas, to "assure" 2 builds, a very pro-G and -I opening, and may indicate that France expects F(Lon)-ENC. Alternatively, this can be a bid by France to take Belgium, perhaps coupled with the move A(Par)-Bur or A(Par)-Pic, in which case the name may be a misnomer. This is not the most popular opening for F(Bre): it is unlikely to result in a centre gain for France, unlike F(Bre)-MAO, and compromises an assault on England by most likely pinning down the Fleet in Brest, where the French player would rather be building a second fleet. The moves F(Bre)-ENC, A(Mar)-Spa and A(Par)-Pic is most often called the English Attack.

See also English Maginot, French Openings (KW), and Northern Dash.

Richard Sharp's name for the opening F(Bre)-ENC, A(Mar)-Spa and A(Par)-Gas. However it makes more sense to have the English defence as the moves F(Bre)-ENC and A(Mar)-Spa, with variation depending upon if A(Par) moves to Brest, Burgundy or Gascony. Note that the move A(Par)-Pic results in the English Attack. See French Openings (KW).
F(Bre)-ENG, A(Mar) SA(Par)-Bur. This is an alternative approach to taking Belgium (See Belgium Gambit and Northern Dash), or can be used when a Anglo-German attack is believed to be imminent. See French Openings (KW).
The following English openings have been named: Atlantic Bind, Bohas, Churchill Opening, Gambole Stunt, Hey Bresto, McKejo Opening, Munich Gambit, Northern Opening, Northern Tier Alliance Opening, North Sea Opening, Southern Opening, The Splits, Steamroller, Wales Opening, Yorkshire Opening and Yorkshire Pudding.
See Electronic Protocol Coordinating Council.
See EP Number Custodian MASTER.
Janta-Polczynski's variant in which each game year the GM reassigns the countries of a standard board. Players get points according to their SC changes for what country they get that year. See variant (KW).
A same board variant by Edi Birsan designed to solve the problem of less than 7 players in a game. The game starts with an empty board and players place one unit at a time anywhere on any space on the board. Players own the centers that they start on. Then they do a Spring and a Fall 01 move and declare any three centers on the board as their home centers. If they have a build. own it and it is open they can build there. Game proceeds till someone has won or a stalemate. The number of pieces placed depends on the number of players: 2 = 12, 3 = 8, 4 = 6, 5 = 5, 6 = 4. Playing with 2 and 3 or 4 players it is recommended that you do Gunboat style. Doing 4 or 5 you can do Wilson Style (talking at the table only), with 5 or 6 play normal negotiation rules. See Variant (KW).
ESCHER (1) [WF:Aug96]
An email diplomacy game in which Austria was on the verge of running away with the game, having reached 10 centres. Germany and Russia had been fighting most of the game and were unable to put aside their differences. In addition France did not trust Russia. Unable to trust each other the solution was for F/G/R to proxy all of their units to Italy, who had been eliminated from the game by a brutal stab from Austria and could be relied upon to use the units properly. Amazingly France, Germany and I proxied all 21 units to Italy who launched a crushing attack on Austria. Needless to say Austria screamed foul. My gamble paid off in a three-way draw and the honor of having a footnote in the diplomacy saga. See Proxy Orders.
ETHICS (1) [MB:Jun80]
Questions of right and wrong not directly addressed by the Rulebook or by consensus of HRs. These include cross game alliances, the necessity of reporting a Cloaked Error, forged letters, impersonation of the GM or his product, spring removals, etc. These questions can generate intense debates by those involved if they occur.
The name of the first Poll in the British Hobby, an attempt to find the best player in the Hobby. Run by John Piggott in 1973 and 1974 through his zine _Ethil The Frog_. The first poll was won by Piggott and the second by Richard Sharp. See also Diplomacy Player Poll and Hobby Awards (KW).
EUROCON (1) [PB/MB/TNP:1980/Jun80/1987]
A regular games playing holiday held by members of the hobby, ex-members of the hobby and wives/girlfriends of members of the hobby (usually the hardcore) in the south of France in 1977-1980. By 1980 had become virtually invitation only. Generally limited to about 3 dozen people, mostly Britishers, running 2 weeks.
An annual event started by the F.F.J.D.S to promote FTF diplomacy in Europe and to unite the various European diplomacy hobbys. In theory no country hosting WDC will host EDC in the same year and the sam country can not host EDC in consecutive years.

Con    Location       Players  Winner       Second          Third
EDC I  Paris (10/93)    194    Sammy Malki  Patrice Blandin Philipee Gomes
EDC II Linkoping (5/94) 120    Xavier Blanchot Kalle Stengard Nils Lindeberg
EDC III Cirencester (2.95) ??? Inge Kjol    Simon Boulton   Johannes Nesser

Con     Team Tournament (nationality, teams)
EDC I   CRS (France, 24)

EDC II There were 25 non-Swedes in the tournament (21%) of which the
       largest contingent came from France (10).
Founded in Nov 1974 by Michel Feron (France), Walter Luc Haas (Switzerland), Ake Jonsson (Sweden), Michel Liesnard (Belgium), and Enrico Manfredi (Italy), its goal was to hasten the spread of intra and extra continental contact, help new players and pubbers, etc. Never had a house zine. Most activity was in Bumm. One year later it became "IDA -- Central European Division".
EUROPE 1721 (1) [MB:Jun80]
John Boyer's 1973 variant with Poland and Spain, but no Germany or Italy, which did not exist at the time. See Variant (KW).
One of Larry Peery's less successful ideas. An attempt at forming a set of awards that recognised positive achievement within the International Hobby. Nominees, nomators and voters were to have been anyone, anywhere except in the first year when Larry picked the winner. See also Game of the Year, Hobby Awards (KW), Player of the Year and Publication of the Year.

Year Winner
1991 Osterreichische Diplomacy-Meisterschaft 1991 (Austrian Diplomacy Championship).

EXCALIBUR (1) [MB:Jun80]
Kenneth Clark's seven player variant set in 5th century Britain. Features off-board home centers and special placement rules. Details in DW #23. See Variant (KW).
EXPERT (1) [AW:March96]
An expert player instigates and benefits from stupid stabs. See also intermediate and novice.
EYRIE (1) [MB:Mar82]
Hucknall's press byline in his _Fall of Eagles_.

FACE TO FACE (FTF) (1) [MB:Jun80]
The original format for Diplomacy. It differs from some other formats in the ease of arranging triple alliances, the fact that there is usually no written record of promises (or of the game itself), the generally social and informal nature of the game (e.g. in permitting very badly written orders, or allowing eliminated players to take over another position when its player must leave), the fact that the players usually have played with each other before, the importance of tone of voice and body language, and the fact that the games are usually called on account of time.
FACE TO FACE (FTF) (2) [TNP/MN:1987/Apr92]
Often used as an expression for any game. Nowdays somewhat old-fashioned way of playing games. Led to many divorces.
A perjorative term applied to fantasy games by people who dislike them.
FAKE [PB/TNP/MN:1980/87/Sep94]
Fake letters, fake zines, fake adjudications. All have been tried. No space for famous examples with the exception of: a fake issue of the Belgian zine _Moeshoeshoe_ (the first and funniest), produced in 1972 by Conrad von Metzke, John Leeder and Michel Liesnard; a fake _Jigsaw_ which was undetectable, and a fake human being, when Duncan Morris impersonated another player in the game for a whole evening. The 1981 Zine Poll results were faked, but the practice is more widespread in the States.
FALL (1) [TNP:87]
American word, meaning "Autumn". [HR:Aug02] We should rename Summer "Pride" since Pride cometh before the Fall...
See Spring removal.
'FAMOUS' DIPLOMATS (1) [MN/CW:Jun93/Jul95]
A list of 'well-known' or 'interesting' (our definitions!) of people associated with diplomacy:
Henry Kissinger: Known to have played the game, although if he ever played postally, it was under an assumed name.
Dave McDaniels: A professional writer who used the pen-name of 'Ted Johnstone'. He wrote the 'Man from UNCLE' scripts and a couple of paperbacks. More famous for running the second-ever postal diplomacy fanzine, _Ruritania_, and for running the first postal game of diplomacy (John Boardman's first game had only 5 players).
Michael Portillo: (British Conservative Politician: Secretary of State for Employment, Minister of Defence). "As teenagers, Portillo and [schoolboy friend Matthew] Francis used to listen to Judy Collins records, get cheapo tickets in the gods to see the opera, wander around the embassies pestering the diplomats for free brochures on life in the People's Republic of China and the Soviet Union and play the Bismarckian board game Diplomacy: 'God, he was good at it!' " The Observer, 27th November 1994.
Jerry Pournelle: SF writer and computer columnist. He played many games in _Costaguana_ in the late 60s and 70s. If you check out his opus "Mote In God's Eye" written in conjunction with Larry Niven, you will see that he used Dip hobbyists names in the text of the novel. Namely one "Cal White"...
FANS (1) [MN:Apr92]
Anyone who really enjoys a particular activity (in our case playing Diplomacy) is a fan of that activity. However the word is only used to denote people that are interested enough to read fanzines and get involved in Fandom. There are many different types of fan, role-playing fans, games-fans, diplomacy-fans, sf-fans etc. Within each type of fan it's possible to denote their activity in fandom: Neofan, BNF, Wizard etc. Anyone reading this document is at least a proto-fan. See fanzines.
In games, those which involve role-playing and flagrant breaches of the laws of physics. D&D and Sorceror's Cave are examples. In literature, distinguished from SF in that it deals with 'plausible impossibilities'. Most famous is 'Lord of the Rings'.
Variant games based, usually, on fantasy books. Thus Norton's "Witch World" series spawned Witch World I ((By John Robertson -MN)) and II ((By Lew Pulsipher, not related to I-MN)) ; Dalarna I and II (Leeder) are based on events after Fletcher's "Well of the Unicorn", and Moorcock's "Eric of Melniborne" inspired Young Kingdoms I and II and Age of Young Kingdoms. Also included are various Hyborian variants based on the "Conan" series and the Tolkien variants. See Variant Jargon (KW).
FANZINES (1) [MN:Apr92]
There are many different types of fanzines and deciding just what is and what is not a fanzine is a difficult (and many would say pointless) exercise. The best known fanzines are SF fanzines but there are also games fanzines, interested (you may/may not have to pay for them). Commonly you will be expected to contribute in some form to remain on the mailing list. Circulations are normally small (50-several hundred) and production/reproduction methods Diplomacy fanzines, role-playing fanzines, music fanzines, football fanzines, poetry fanzines, political fanzines... Almost any area which people can write about will have a fanzine!

But to attempt the impossible. What is a fanzine? Roughly speaking fanzines are labours of love, produced by a fan and available to anyone who is basic (although this is changing with the widespread use of DTP and easy access to laser printers). SF fans normally like to boast that SF fandom produced the first fanzines (in the late 1920's). Most fanzines are produced in Western Europe/the States and fanzine publication has been, at various times, strictly controlled in Eastern Europe and China.

Fanzine is a contraction of fan magazine. Some have been produced by people who were professional editors, others by people who couldn't edit a drain.

FEUD (1) [MB/TNP:Mar82/1987]
A vague, and usually perjorative, term for a controversy, usually between two editors, which has escalated in some way. Characteristics include personality conflicts overshadowing the issues, use of multiple forums (e.g. arguing in several zines at once), recourse to over generalization, and ad hominem arguments. There are also attempts to bring in as many other issues as possible, elevated levels of bitchiness and invective, and attempts to polarize the hobby by each side lining up allies. Moreover, exaggeration of the importance of the issues involved, and generally an avoidance of procedures for actually resolving the issues are common. The first well known one was Boardman/Reinsel (1966). The longest running is Walker/Boardman. Other well known ones have been Von Metzke/Reinsel, Walker/Sacks, Boardman/IDA, Caruso/Linsey, Linsey/Masters, and Tretick/Everybody.

Can becoming very boring if prolonged by insistence on having the last word. See also Black Hole Affair, Great Feud and Tro Affair.

See Endgame Statement.
Not actually a game, more of a cheap jibe against games players. Participants take turns to name London Underground stations. "Winner" is the first to name Finchley Central. A waste of time.
FINESSED CUT (1) [MB/MN:Mar82/Nov92]
Rulebook contradiction. England: F Nth C F A Bel-Hol; France: A Bel-Hol; Germany: F Hol S F Den-Nth. The unanswered question is whether A Bel-Hol is a convoyed move or not. If it is, then by Rule XII,5 the support of F Hol is not cut and so F NTH is dislodged. If it is not a convoyed move, F Hol is cut and F NTH is not dislodged. An example of the Unwanted Convoy. See _DW_ #29, page 15 and Rules.
FINK RULE (1) [MB:Jun80]
Howard Mahler's variant rule in which a designated fink picks an enemy and a province. If the enemy unit is in that province after the move, it is dislodged and retreated by the fink. The fink cannot build or receive support. Details in DW 4. See Variant (KW).
See Golden Age.
See Austrian Openings (KW) and BALKAN GAMBIT, Bohemia aberration.
FITZPATRICK, Nicholas (1) [NF/MN:Nov92/Aug95]
Discovered diplomacy as a kid in 1978 but didn't do much with it. Active in E-mail Diplomacy since Summer 1991. Editor of _Electronic Protocol_ Chapter 2, from Summer 1992 (succeeding Daniel Loeb to December 1992. Moderator of DIPL-L since early 1992 (succeeding Daniel Loeb). Keeper (and modern creator of) the Hall Of Fame (Email) since January 1992. Keeper of The Internet Guide To Diplomacy until the formation of rec.games.diplomacy when it provided the basis for Sean Starkey's rec.games.diplomacy.FAQ file.

Sponsor, and creator of USENET group REC.GAMES.DIPLOMACY in Fall 1992. Current Judge EP# Master Custodian. Appointed Internet Miller Number Custodian November 1993. Coined the word Carebear. See Personalities (KW). (Devised the Judge Code Classification Scheme. All round good guy, hero and email BNF- MN)

In email games run by a Judge each season is played separately. This means that players never have to make conditional orders which is a *Good Thing*. Unfortunately it gives players the opportunity to diplome about things that they shouldn't do (retreats and builds). It also lengthens the time to play the game to completion, but the advantages far outweigh the disadvantages. See International System, North American System and Three Season Year for ways of running Diplomacy by post.
FLEET (1) [TNP:87]
Sea-going unit in Diplomacy. Beginners tend to build too many.
FLEET ROME (1) [AoS:88]
Technically a Diplomacy variant that many would like to see replace standard or regular Diplomacy. The only difference is that Italy starts the game with a Fleet in Rome as well as Naples. Supporters argue that this would perfect the balance of the game. Opposition say it is perfectly balanced already. Some rating systems include Fleet Rome results, some don't. See Variant (KW).
FLEET ROME (2) [EB:Dec07]
In the pirated Diplomacy version in Brazil (done in Portugese) amongst other changes such as making North Africa a supply center, it started Italy with Fleet Rome rather than an army. The results were that Austria became much stronger though it did little to affect a change of Italy's fortunes. In fact with the combination of adding North Africa as a center it allowed both Germany and France to get three builds in 1901 without conflict. The results were a disaster for Italy and England in games played under these conditions.
John Leeder's variant set in the 1600's in North America. Players are English and French colonials, and Indian tribes. See Variant (KW).
In regular diplomacy, centres are either neutral or home supply centres, and a player may only make new unit builds in their home supply centres. Fluid rules allow builds to be made in any vacant supply centre which a player owns. In some other variants, the rules allow the ownership of non-home supply centres to be exchanged or loaned. See also Build Centres and Variant Jargon (KW).
FLYER (1) [MB:Jun80]
A separate sheet usually having one game and sent only to those players. Can be done to provide simultaneous commentary, because of lack of room in the main zine, because the deadlines for that game have slipped from the others, to correct an error, etc.
One of the first companies to run pro-PBM games and one of the first to use computer moderation. It also had the rights to distribute Tunnels and Trolls (an early RPG game designed by former hobby member/variant designer Ken St Andre).
FLYING DUTCHMAN (1) [MB/RE:Jun80/89-90]
Essentially a face-to-face phenomenon, this is an extra unit slipped onto the board, or exchanged for a piece of a different type (say, an Army for a Fleet) or colour. If it goes undetected, the player controlling it will often endeavour to embroil it in the development of the game so thoroughly that, even if spotted, it becomes difficult to rectify the mistake. House rules may vary in such circumstances: under some house rules, it is possible to swap F(Tus) for A(Tus), order it to Venice, then "spot" the mistake and have it changed back to a fleet. In others, the unit will be moved back to Tuscany and made a fleet once more, or have to remain an army for the rest of the game. Where there is not a GM, this sort of duplicity is thoroughly within the spirit of the game, for all that the more "sober" games-player may disapprove.

However, in postal play, this sort of thing is only possible if the GM makes a mistake or is misled by a player (perish the thought!), and since it is generally acknowledged that deception of the GM is unacceptable, the latter is likely to result in the player being ejected from the game, the zine, and perhaps worse.

FOG OF WAR (1) [MB:Jun80]
Cecil Nurse's variant, basically a hidden movement game with scouting, phony units, and screening. See Variant (KW).
FOLD (1) [MB:Mar82]
The discontinuation of a zine. The GGMs (if any) and players must find a new publisher. The games may continue via flyer, but are usually transferred to a new GM. See Clean Fold and Messy Fold.
Possible paper size of zine. Most are now A4 or A5 [in Europe, anyways -- HR].
FOOLS MATE (1) [MB:Jun80]
The shortest possible game of Diplomacy resulting in a win for a particular country or alliance. This silliness often requires people convoy armies into their home centres, etc.
A class of variants in which one player first submits orders for 4 countries. His opponent (often the GM), having seen these moves submits orders for the other three. Has been played in several Canadian zines. See Variant (KW).
FORGERY (1) [MB:Jun80]
Creating a letter purporting to come from another is rather difficult, and the ethics of this are quite controversial.
FORMAT (1) [MB:Jun80]
There are four principal formats for Diplomacy: Postal, Face to Face, telephone and tournament. Each has its own distinctive characteristics, which very much affect the style of play. See also school games.
Waddington's game which is being played postally quite successfully.
FORTRESSES (1) [AP:1986]
These are special supply centres which mean that any friendly unit which is caused to defend in the space does so with the extra strength equivalent to one unit. A fortress does not strengthen a unit which is attacked when attempting to move out. Garrisons are effectively fortresses with an intrinsic defence strength of one against attack by certain powers, even if they are not occupied by regular units. In some variants, Garrisons are a type of supply centre. However, in others they are presented as type of unit. See Standing Armies and VariantJargon (KW).
John Mark's name for A Mun-Ruh, A Ber-Sil. France should be pleased and more inclined to move against E, and A Sil can guard Mun against A Bur-Mun just as well as A Kie can. It also gives protection against A War-Sil. We have the following variations: Baltic, Dannish, Dutch and Heligoland. See German Opening (KW).
FREEBIE (1) [MB/TNP:Jun80/1987]
An issue that is not charged against people's subs. Sometimes this is because it is so short (Conrad von Metzke once did this because an issue was 'only' 14 pages), or precipitated by the GM's errors, or the previous issue was poorly printed, or because it goes to so few people, or the publisher wishes to appear generous. Often handed out at cons and hobbymeets.
Richard Sharp's name for the opening A(Ven)-Pie, A(Rom)-Tus and F(Nap)-TYS. It seems better to use A(Ven)-Pie and F(Nap)-TYS as the stem for the French Attack. Then we have the following variations: A(Rom)-Apu (French attack, Apulian Variation), A(Rom) H (French attack, Rome Variation), A(Rom)-Nap (French attack, Naples Variation), A(Rom)-Tus (French attack), A(Rom)-Ven (French attack, Venice Variation). The Venice Variation is sometimes called the Alpine Chicken (Tyrrhenian Variation). See Italian Openings (KW).
Named French Openings include: Belgian Gambit, Burgundy Opening, English Attack, English Defence, English Maginot, Gambole Stunt, Gascony Opening, Gaspic Opening, Hey Bresto, Iberian Indecision, Inverted Vineyard, Maginot Opening, McKejo Opening, Northern Dash, Northern Limp, Northern Tier Alliance Opening, Picardy Opening, Piedmont System, Steamroller and Vineyard Opening.
FRESHMAN POLL, THE (1) [MN/PG:Sep92/Nov93]
Originally run by Glen Overby in _Jihad_ in 1981, revived by Pete Gaughan in 1993 as part of the Marco Poll. The Poll is restricted to zines (and subzines) that have started in the previous 12 months.

Year #Votes  1st             2nd               3rd        4th          5th
1981 44      Europa Express Sleepless Knights The Schemer Irksome and Tacky
1983 ??      Magus
1984 ??      House of Lords
1985 ??      Flick of the Wrist.
1993 25      Zero-Sum
1981 For Women Only (Jihad) and Phyllis's Pyramid (tie), 3. Diplomatic Immunity
 (Coat of Arms), 4. Magnificent (Whitestonia), 5. The Snake Pit
 (Why Me?).

note Phyllis's Pyramid was a roving subzine.
A tactical maneuver whereby an ally's unit is dislodged, permitting him to take a strategic retreat, often forward, or to a supply center. The dislodged unit is often ordered to move to a province that he cannot enter, so that the enemy cannot foil this by supporting the to-be-dislodged unit. The possibility of using this tactic is a good reason to retain a puppet rather than wiping him out. See Konigratz Freakout.
FRINGE ZINE (1) [MN:Dec92]
A zine which runs postal Diplomacy but which has little contact with mainstream/hobby zines. Often sent only to friends of the editor and running only one or two games with little, if any, hobby news.
FRP [TNP:87]
(1) Fantasy role playing. Gary Gygax started the ball rolling with his dice-loaded Dungeons and Dragons. Others saw the potential for development if you can avoid the pitfalls (especially systems dependence) and use your imagination. Avoid proprietary versions.
FTF (1) [MN:Apr92]
See Face-To-Face.
This is a line that is not technically a stalemate line, but functions as one because the opposers do not have, nor can they generate, the right mix of units to crack it. See pseudo stalemate line.

The whole A-Z, in pdf format, is HERE

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