Diplomacy A-Z, Version 6.0

M Entries

An up-to-date variant which allows you to nuke your opponents, to the general detriment of everyone. See Variant (KW).
MADMAN (1) [MB:Jun80/Mar82]
A variant style sometimes used when fewer than 7 players show up. One country, generally Italy, is ruled by a Madman: After the moves are submitted, but before they are exposed, a randomly selected player writes moves for the country without diplomacy. This is repeated each season until elimination.

In postal play, all players submit orders, one set is chosen at random so that no one knows whose orders were used. Invented by Blair Casak, named by John Leeder. See Variant (KW).

MAGINOT OPENING (1) [MB/RE/MN:Jun80/89-90/Aug95]
Richard Sharp's name for the strong French opening F(Bre)-MAO, A(Mar) SA(Par)-Bur. It assumes an understanding with England over the English Channel, and though it must be regarded as anti-German, the opening still allows France the opportunity to take three neutral centres in Autumn (with A(Bur)-Bel, A(Mar)-Spa and F(MAO)-Por) and allows France to defend Mar against the presence of IA(Pie). Naming it after the Maginot Line has emphasized its defensive qualities, but there can be no doubt that the opening poses a direct threat to Munich, and may signal a frontal assault on Germany by an Anglo-French alliance with the possibility of A(Bur)-Ruh in Autumn 1901. This is both a strength and a failing, as it exposes France to a stab from England and is likely to cause maximum offense to a neighbour who is not usually an initial threat to France. However, it does assure the French player of a say in Belgium's future (a useful bargaining chip even if France cannot take the centre himself) without leaving Burgundy unguarded - and still allows him to take both the Iberian centres in 1901.

The opening F(Par)-Pic, A(Mar) SA(Par)-Bur is the Maginot Opening, Picardy Variation. See English Maginot and French Openings (KW).

The victory criterion prior to 1971. Under it a player could win with only 17 units by annihilating an enemy unit (1965I) or could be forced in a draw with 18 by being unable to build a 17th unit (1966AA).
MAN (1) [AoS:88]
Alternative term for "unit", regarded by many as sexist.
MANORCON (1) [TNP/MN:87/Sep93]
Summer convention held at Birmingham University each July. Provides the opportunity for outdoor games such as soccer, American football and croquet, as well as the more usual board games.

In theory runs the Universities Dipomacy Tournament, although there aren't many University teams these days. The team tournament has become a valued prize and several editors try to organise as strong a team as possible in order to claim victory. See Team Tournament.

Year Team Winner (Nu uni teams/Nu teams) Individual Winner
1982 Liverpool                           Gary Piper
1983 Birmingham University               Guy Thomas
1984 Birmingham Univeristy   (7/13)      Edward Richards
1991 ???                     (?/14)      Toby Harris
1995 The Also-Rans                       Jim Mills
MAP ERRORS (1) [MB/MN:Jun80+Mar82/Mar93]
The Diplomacy map should not be taken too literally. Belgium has been given a chunk of France, including Calais, Dunkirk and Boulogne. This was presumably done to make sure that Bel bordered ENG. More mysterious is the fact that Hol has been given part of Belgium (Antwerp area). Clyde should be extended further south to include the river Clyde. The northern portion of the Ruhr (north of the Ruhr River) is missing. For consistency's sake, Tunis should be Tunisia. The Russo-Finnish border should be moved a bit east to include the western most part of Lake Ladoga (just north of the "StP(sc)"). The dot for Trieste is actually placed on the city of Fiume (now Rijeka). "Kiel" is placed on Hamburg, and "Lyo" should be "Gulf of Lions". Finally the border between Sweden and Norway should be a territory line as Sweden and Norway were a union until 1905.
MAPIT (1) [MN:Nov93]
A Unix program, written by George Boyce in 1992, consisting of C source code and postscript text and data files. You give it a "judge style report" and it tries to give you back the PostScript which will draw a map (regular or Youngstown) with units labeled and arrows drawn indicating moves etc. Macintosh binaries written by Kent Irwin in October 1993. DOS version written by Larry Richardson in November 1993. The different versions of this program are available from the ftp site nda.com in the dir /pub/diplomacy (.)

The source code for mapit is currently being maintained by David Kovar.

Internet players do not need to have a copy of this program in order to generate the PostScript map file. The adjudication produced by the Judge can be redirected to judge@shrike.und.ac.za or judge@morrolan.eff.org (ensuring that there are no comment ("]") characters inserted by your mailer) with the line map * [n] added at the top of the file (n is optional for receiving the map in .ps format, rather than uuencoded format).

MARCO POLL (1) [MN/PG:Nov93/Dec93]
A North American Hobby Poll begun by Mark Larzilere in 1981. After falling dormant, it was revived in 1989 by Pete Gaughan. In 1994 it will be run by Bob Acheson. Its methodology is designed to avoid 'grudge' voting. Over the years it has run different categories. The main rival to the Runestone Poll.


   Year   Voters   Winner            Runner-Up                  3rd
1. 1981     32     Brutus Bulletin   Voice of Doom
2. 1982     61     Europa Express    Just Among Friends
3. 1983     73     Europa Express    Voice of Doom
4. 1989     41     Fiat Bellum     = (tied)
                   House of Lords  =
5. 1990     31     Northern Flame     Been There Done That  Kathy's Korner
6. 1991     48     Upstart            Moire                 Kathy's Korner
7. 1992     38     Maniac's Paradise  Upstart               Kathy's Korner
8. 1993     25     Maniac's Paradise  Upstart               Well, Martha....

Note. In the period 1989-1993 you could not vote for the Pollsters
zine _Perelandra_.

 1. 1982           Gary Coughlan
 2. 1983           Gary Coughlan
 3. 1990           Andy Lischett   Cal White   Melinda Holley

(3) BEST FRESHMAN ZINE (award for best zine begun in the previous year.
                        This was originally a seperate Poll)
                   Winner                  2nd                     3rd
 1. 1981           Europa Express      Sleepless Knights      The Schemer
 1. 1983           Magus
 2. 1984           House of Lords
 3. 1985           Flick of the Wrist
 4. 1993           Zero Sum            Aren't you the Guy...     Foolhardy

(4) BEST PLAYER    Winner         2nd            3rd         4th
 1. 1991           Gary Behnen  Kathy Caruso    Steve Cooley
 2. 1992           Gary Behnen  Mike Gonsalves  Kathy Caruso
 3. 1993           Fred Hyatt   Stven Carlberg  Eric Vood   John Schulz

In 1993 voters were not allowed to vote for Behnen.

 1. 1983           Mos Eisely Spaceport
 2. 1990           High Inertia           Extremism in the defence of Liberty
See Hobby Awards (KW).
The utterly in appropriate label all too often given to boring and totally dated reports on the weather. Not a slam at Berch for being boring but was, in fact, a response to Mark's *request* --- he *was* interested in the weather in various areas just as some people are interested in what music is playing while an editor works!
When ever North American zine editors have to fill up a space they produce The Mark Berch Report (sometimes called the Mark Berch Department): a report of the local weather at the time of writing. Was in widespread use at one time.
David Marotta's method for rating players who only play part of a game, posted to RGD in January 1995. The ith player of n players sharing in the resulting points gain

          a - z + 1
   p(i) = ---------
          7 + f + n

   a = the number of players in the game when ith player took over,
   z = the number of players in the game when ith player abandoned,
   f = the number of players who finally shared in the draw, and
   n = the number of players who played ith's power throughout the game

This offers no incentive to prolong the game to gain more points. Lots of incentive to eliminate people from the draw (which increases your share of the win). And no incentive to CD because every new player gets at least 1 share, even if no one is eliminated during their time in power. Consider this carefully. Here are some examples: A power played by 3 players shares in a 3 way draw:

   Player  Powers at start end  Share of 3-way
     1                7     6     2/7
     2                6     4     3/7
     3                4     3     2/7
In the next example the original player grows to 17 and is threatened with a 6 way which the next player whittles down to a 3 way:
   Player  start  end   share
     1       7     6      2/6
     2       6     3      4/6
Here is a player who goes CD after Spring moves, whose replacement wins solo very quickly in brillent play
    Player  Start End  Share
      1       7    7     1/8
      2       7    1     7/8

Perhaps generous to the 1st player, but less generous than time-based systems. (Examples taken from a RGD post by David Marrotta.)
See also Rating System (KW) and Rating System For Standby Players.

MARTIAL LAW (1) [Doug Stewart:Aug03]
Martial Law is variation to Civil Disorder with "defensive only support" for its units. The reader of the orders (prior to reading all orders including his own) will announce the supports of the countries in Civil Disorder. The reader chooses what the supports will be, which can provide him with an advantage if the CD'd country is his neighbour. That country's units may NOT move, nor offer support to any other country's units. The intent is to reduce the ease with which a 'Civil Disordered' country can be over-run. [Rule variation created in 2003 by Doug Stewart for the DCOC (Diplomacy Club Of Canberra).]
A system designed by Ken Sproat to grade tournament players based upon all games that they have played in Australian Diplomacy tournaments.

There are a succession of ranking grades (just as in Bridge and Chess): Novice Class, Intermediate Class, Senior Class, Veteran Class and, finally, Champion of Diplomacy. Movement from a lower class to the next is based upon the accumulation of points. In all classes a rule-book victory gains the winner 34 points and the winner of a tournament scores a bounty of 20 points. Players in the Novice or Intermediate Class score half their final supply centre count in games in which they lose.

NOVICE CLASS: 10 points for survival + Final Supply Centre Count. Eliminatees score 1 per game year survived, to a maximum of 10. 50 points are required to reach INTERMEDIATE CLASS.

INTERMEDIATE CLASS: Players score their supply centre count, but only if they have 5, or more, centres. 100 points required to enter SENIOR CLASS

SENIOR CLASS: Players score their supply centre count, but only if they have 10, or more, centres. 150 points required to enter VETERAN CLASS.

VETERAN CLASS: Players score their supply centre count, but only if they have 13, or more, centres. 200 points required to become a 'Champion of Diplomacy'.

CHAMPION OF DIPLOMACY: Nobody has entered this class yet.

NOTE: A player who moves into a new CLASS keeps all his old scores where appropriate. For instance a player moving from INTERMEDIATE CLASS to SENIOR CLASS will lose all games in which they lost and all games in which they had fewer than 10 centres. See Rating Systems (KW).

MATHOM (1) [MB:Jun80]
A supply centre which you keep, but don't actually need - you just don't want someone else to have it. From Tolkien fandom.
McCALLUM, John (1) [Douglas Beyerlein in Washington Reports #4 (1973)]
I would like to think that it is not true, but from all indications it appears that John McCallum has left the postal Diplomacy Hobby. This is not only a severe loss from the field of rating systems but also to the whole hobby in general. John was regarded by everyone as always maintaining a sense of fair play, honesty, and non-partisanship in an era of the game when these qualities were almost unheard of. This fact was duly recorded for history when John was given the task of monitoring and checking the vote counts for the first IDA elections last year.

John McCallum has done far too much for the hobby for me to pretend that I can mention all of his accomplishments in this brief article. Therefore I am going to concentrate on his enormous contribution to the subject of ratings systems.

John entered postal Diplomacy in the Spring of 1964 and a year and a half later took over the publication of _Brobdingnag_ from Dick Schultz, the original editor. When I entered the hobby in the late summer of 1966 I immediately began correspondence with John and subscribed to his zine. In September John published BROB #43 and the BROB rating system was born. The first rating list had the results of only eight games, but John Smythe was firmly in first place with 12 points with John Koning in second with nine. This was the beginning of an association with rating systems that has led to many great things.

The second BROB listing appeared in #45 and included games in progress which made it a more accurate rating system (time-wise at least) than any other rating system since invented. Once again, Smyth headed the listings. From 1966 to 1969 (when McCallum transferred ownership of _Brobdingnag_ to Ed Halle) his zine was THE PLACE to discuss rating systems. I find, in fact, that these old editions are still good reading today.

In BROB #88 (September 1968) in reply to a letter from Allan Calhamer John invented the Calhamer Point Count Listing (CPCL). Walt Buchanan now runs that listing in _Hoosier Archives_. ((It is now run by Canadian fan Randolph Smyth - MN Dec/92))

John's greatest contribution to the subject of ratings systems was the Organizatin de Diplomatie (ODD) rating system. It was first published in PFENNIG-HALBPFENNIG #4 in January of 1972. This is *the* advanced system to date, and it is my belief that it will some day be the official listing for all of organized Postal Diplomacy.

Thus, I hope that one thing will never be forgotten: above all, John A. McCallum has always been a friend to all who knew him --- this is his greatest contribution of all. See Personalities (KW).

Now defunct, named after John McCallum, publisher of _Brobdingnag_, _Lauritania_, and other fine zines of the 60's and early 70's. See Hobby Awards (KW).
Richard Sharp's name for the opening: A(Rom)-Ven, A(Ven)-Tri and F(Nap)-TYS. F(Nap)-ION (the Tyrolian Attack) is more common. See Italian Openings (KW).
McKEJO OPENING (1) [MB/MN:Jun80/May90]
An unorthodox Western Triple alliance, which sends German armies to Bel and Hol, plus F(BAL)-Swe, even as England convoys into Den --- thus, the Western fleet is in BAL rather than BAR. Used by McLendon, Kendter, Sr and Jones in 1979AK, it gives England a strong hand. The Western fleet is in BAL because it is expected that the Russians will be stood out of Swe in the Fall. See English Openings (KW), French Openings (KW) and German Openings (KW).
Suggested by Jeff Goslin in a post to RGD in January 1995. The Three Medals of Diplomacy are:
GOLD: Stab first
SILVER: Cover your ass
BRONZE: Smile at your neighbours
MEGADIP (1) [PG:Nov93]
The "game" of Hobby politics. Diplomacy is the game that most of us play, but some are more concerned withh who has power in the hobby, who is allied with whom in zines and organizations, and how feuds are shaping up. MegaDipping is a campaign game, having no clear end and, obviously no winners.
A comprehensive list of postal Diplomacy zines, up to July 1992. Well worth the reading for those interested in the history of the Hobby. Available in PDF format from the Diplomatic Pouch at: http://devel.diplom.org/Postal/Zines/TAP/Encyclo.pdf.
Mensa is the organization for those whose IQ exceeds 130. In Britain, the M.D.C spawned _1901 And All That_. When its editor could not continue to open just Mensa games, the membership requirement was dropped. Associated in the US with _Claw and Fang_ and _Bushwacker_. The US version is called the Mensa Diplomacy SIG.
MENSA DIPLOMACY SIG (1) [MB/PG/MN/AY:Mar82/Nov93/Aug95/Jul95]
A "special interest group" devoted to those interested in Diplomacy. Founded by Fred Davis and Don Horton in November 1974. The first ten mensa dip games were all run in _Claw Fang_ (although the 3rd was started in _K'DOO- through F01). Other zines to have run Mensa games include _Big Hits_ (Scott Hanson), _No Fixed Address_ (Steve Hutton), _Rambling Way_ (Andrew York), _Snafu!_ (Ron Brown) and _War Fair_ (Stephen Glasgow). The high tide of membership was 70 in 1981, since the mid 1980s membership has been static in the mid 50s. By mid-1995 48 regular Mensan games and six variant games (variant games all played in _Bushwacker_ and later in _Diplomag_) had been started. So far no Mensan game has ever been abandoned. The service zine is _Diplomag_.

Chairman          Period In Office
Fred C. Davis Jnr November 1974- October 1981
Glenn Overby      October 1981-May 1982
Ed Bapple         May 1982-October 1983
Bruce Poope       November 1983-November 1985
Fred C. Davis Jnr November 1985-July 1995
Andrew York       July 1995-Present

Editor of Diplomag (*)
Fred C. Davis Jnr November 1974-October 1981
Ronald Brown      October 1981-October 1982
Bruce Poppe       October 1982-January 1986
Fred C. Davis Jnr January 1986-June 1995
Andrew York       June 1995-Present.
(*) called _Diplomensa_ for the first 11 issues.
See Hobby Awards and Holley Award.
A 13-player variant which has gone through four stages of evolution. Designed by Doug Wakefield and introduced at ScotDipCon 74, it uses the Abstraction convoy rule [i.e. a fleet can convoy AND move in the same turn--HR], timescales, and variable 'joint win' criteria, which actually make a result possible (unlike in Youngstown, on which Mercator is based). Popular in the UK. See Variant (KW).
The rotation of three or more units. Thus, F(Hol)-Bel, A(Ruh)-Hol, A(Bel)-Ruh all succeed. This sometimes happens accidentally if nationalities are not the same.
MESSY FOLD (1) [PB:1980]
A 'messy' fold (more probable in historical terms) is when the editor keeps promising 'one more issue', never gets around to it, players lose interest and are lost to the hobby, and games 'die'. See Fold.
(1) In tournament play "playing" the scoring system, presumably to do thing you might not ordinarily do. (2) In postal play, linking play in several games to maximize overall performance. See Cross Game Alliance and Seven Player Tournament.
METZKE, Conrad von (1) [MN:Jan92]
Six-foot-seven American hobbyist active in the postal hobby on and off since the mid 1960's. Part of an active San Diego crowd that discovered FTF Diplomacy at the beginning of the decade, many of whom would publish zines before the decade was out. Conrad's _Costaguana_ was one of the first Diplomacy zines and has been published (with many interruptions and folds) since the mid 1960's. Conrad is a renowned writer (Pete Birks has called him the Hunter S. Thompson of Diplomacy editing), an excellent press-writer, renowned as a prolific faker, and responsible for importing RAILWAY RIVALS to the American hobby. Once played in 112 postal Diplomacy games simultaneously. Has produced many diplomacy zines including _Saguenay_, _K-35_, and for a short time, _Diplomacy World_. See Fakes, Gamefee, Personalities (KW).
MICHICON (1) [MB:Jun80]
A Wargaming convention held near/in Detroit, the first was around 1971. It hosted Origins in 1978, and DipCon in 1980. Associated with Detroit Metro Wargames.
The most famous being 'OGRE', where one player has only one unit (the Ogre, rather like a Berserker in the Fred Saberhagen SF series of the same name, if that makes any sense) and the other player about 10. Several others have been produced and are, I'm sure, illicitly played in many a school lunch hour. Perhaps where the wargame is heading?
MIDCON (1) [PB/TNP:1980/87]
Con run by Dave Allen in Digbeth Town Hall in 1977. One of the first 'big' cons (see also GeordieCon, PolyCon, Cons). Name now used for convention held every November in Birmingham and featuring the National Diplomacy Championships.
MIDGAME (1) [MB:Mar82]
Definitions vary greatly: 1) When the Barren Zone is crossed in force (traditional, but this is too dependent on the German alliance structure); 2) First spring after a major power is down to 2 or fewer pieces (Lakofka); 3) When the "opening game" alliances start to obstruct the progress of one of those successful in the opening game (Smythe). See _Fol Si Fie_ #138.
Lew Pulsipher's variant which has a W00 build season, one "Double Unit" per country, units in neutral centres which players can order, and "loans" of supply centres. Details in _DW_ 28. See Variant (KW).
MILLER AWARD, The (1) [FCD/MN/BL:March 1989/Dec92/Feb07]
This is awarded annually to the person who has performed the most valuable service to the hobby, normally for hobby service over the past year. Because of the prestige related to this award, no winner may be renominated during the following two years. This is the only North American Hobby Award for which write-in votes are not allowed. It is considered to be the highest award which can be granted by the North American Hobby.

The full name of the award is The Don Miller Hobby Service Award, but it's a bit of a mouthful, hence the abbreviation. This is equivalent to the British Pimley Award. A list of winners which also gives the reason for winning the award (where known).

Year, Winner

1983 Rod Walker: For multiple services as MNC, BNC, the IDA, and various aspects of editing and publishing over the period 1968-1982. (For this first year, a person's entire contribution to the Postal Hobby was considered. Thereafter, consideration was limited to what a nominee had done in the preceding year.)

1984 Lee Kendter, Snr: For taking over the Miller Number Custodianship in late 1982, at a time when there had been no official publication of the MNC Journal for nearly a year. He published the first issue of the new MNC Journal, Alpha and Omega, in May 1983. By the time the next issue came out, he had caught up on the backlog of games to report, and all known games in North America had been issued Miller Numbers.
1985 Bob Olsen: His "win" was related to the Great Feud.
1986 Bill Quinn: For his services as Boardman Number Custodian in 1985.
1987 Bruce Linsey: For services in running the Runestone Poll, and for publication of the report of the same in the book, The Cream Shall Rise.
1988 Simon Billenness and John Caruso (PDO work): Awarded jointly for their services in running the Peoples Diplomacy Organization Relief Auction PDORA, which raises funds for the support of several hobby services.
1989 Doug Acheson: For his work in running the Canadian Diplomacy Organization
1990 Fred C. Davis Jnr: For his work as North American Variant Bank custodian, heading up the Mensa Diplomacy SIG, and for eighteen years of publishing the leading variant zine _Bushwacker_.
1991 David Hood: For editing and publishing _Diplomacy World_ since 1990, and for hosting the 1990 DipCon and World DipCon II in Chapel Hill, North Carolina.
1992 John Boardman
1993 Cal White: For leading the task of writing a new box flyer and Gamer's Guide.
1994 Doug Kent. For running the PDORA Auction, the 1993 Census, the hobby discussion zine _Foolhardy_ and his own zine _Maniac's Paradise_.
1995 - Andrew York
1996 - Manus Hand
1997 - Doug Kent
1998 - Michael Lowrey
1999 - Michael Lowrey
2000 - Edi Birsan
2001 - Stephen Agar
2002 - Chad Schroeder
2003 Chad Schroeder
2004 Christian Shelton

See Hobby Awards (KW).

The person who assigns Miller numbers for variant game starts, named after Don Miller who pioneered variant postal play and started a variant numbering system in 1965 to catalog games played. In this system two lower case letters were tacked on to indicate the specific game, e.g. gy for US Diplomacy III. In 1981 the numbering system was recodified into the format used today (ARDA system).

Occassionnally associates for Europe like Steve Doubleday and Michel Feron have been used.

Don Miller        Jan 1965--Dec 1971
Lewis Pulsipher   Dec 1971--Jul 1973
({Conrad von Metzke} Jul 1973--Aug 1973 interim)
Burt Labelle      Aug 1973--Oct 1974
Robert Sacks      Oct 1974--Dec 1977   LoH 1-12
Michael Smolin    Dec 1977--Jun 1979   LoH 13
Greg Costikyan    Jun 1979--Jun 1981   LoH 14-16
({Rod Walker}     Jun 1981--Aug 1981, interim)
John Leeder       Aug 1981--Dec 1982 (first Canadian to be MNC) LoH 17
Lee Kendter, Sr   Dec 1982--Aug 1986   A&O  1-10
Fred Hyatt        Aug 1986--Mar 1989   A&O 11-17
Randy Grigsby     Mar 1989--Dec 1990 (second Canadian to be MNC) A&O 18-20
Lee Kendter, Sr   Dec 1990--present.   A&O 21-25+
There have been two different MNC zines. _Lord of Hosts_ and _Alpha Omega_. See VariantJargon (KW).
Like Boardman numbers, but relating to variant games. See Miller Number Custodian and Variant Jargon (KW).
MIMEO (1) [MB:Jun80/Mar82]
In this, one types on a stencil, which is mounted on a machine, and ink is pressed through it. Advantages: Good print even after 100 copies, easily corrected, can sometimes use material typed on ordinary paper by others (pseudoxerox), high legibility. Colours only possible by changing drums (example _Albion_). Examples in 1980 were _Why Me?_ and _Toronto Telegram_.
MINISTAB (1) [MB:Jun80]
An exception to the "rule" that the stab should always be a disabling blow, a ministab is usually the seizure of just one centre, or the placement of one unit in a demilitarized zone. The stabber hopes that the stabbee will be either unable to retaliate, or unwilling to terminate the alliance for a relatively small offense. The ministabber must judge whether the one centre (or whatever) is worth the loss of trust that will occur even if no retaliation is forthcoming. The insidious thing about ministabs is, like potato chips, if the first one is good, its hard to resist a second. Countries have been nibbled to death.
Wargames using miniature soldiers, rulers, lines of fire, and immensely complicated and personalized rules for their battles. Obviously limited in scale to an extent board wargames are not (wargamers may perjoratively refer to them as 'tabletoppers') but provide a greater aesthetic pleasure, especially if you have an allied hobby in military uniforms and airfix model painting.
When the GM of a game makes a cock-up, do not assume he will notice it, but tell him in a letter (or phone him if you're genuinely perplexed). Usually, mistakes must be spotted before the next season, or they have to be allowed to stand. Not telling the GM of a mistake because it is beneficial to you is both ungentlemanly and unfair on him. As far as I'm concerned, it constitutes deception of the GM.
The act of giving the wrong impression without actually lying. This has the advantage that (1) You can avoid the visceral response usually invoked in those who have been lied to (2) Your credibility is not completely destroyed, and may not even be seriously damaged (3) The victim may not be completely sure he was deceived, feeling that it was partly or entirely his own fault for drawing an incorrect inference.
MISTAKE (1) [TNP/MN:87/Jan95]
Especially miswritten order. In Diplomacy, these are sometimes deliberate to spread confusion or disguise intentions. You probably won't fool anyone, but they can't be sure. Email fan Robert Rehbold has classified mistakes into types: the dumb mistake, long term strategic mistake, short term strategic mistake and tactical mistake. See also Laurence's Law.
A player who does not wish to make a move that he is obliged to make may deliberately miswrite the order. While the others may realize that the error is probably deliberate, there may still be some doubt. Care must be taken that the error is not correctable under the "badly written order" sentence of the Rulebook. On a rare occasion one may induce this error in another, by asking a careless enemy *not* to make a certain (miswritten) order, in the hope that he'll copy the order directly from your letter. There is a risk that when a genuine error occurs, it may be thought deliberate.
MIX POINTS (1) [MB:Jun80]
The number of different ways that an attack can proceeds, often, the number of pieces adjacent to the target. A common tactical problem is whether to use the spring season to increase the mix for a fall attack, or to go with the lower mix in the Spring, hoping to get two attacking seasons rather than one.
MNC (1) [MB:Jun80]
Miller Number Custodian. See Variant Jargon (KW).
John Leeder's press byline in _Runestone_. [Possibly named after a small community in far northern Ontario on James Bay -- HR]
MOST WINS (1) [DTM:Nov95]
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.
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.]
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_.
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).
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).
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.
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.

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