- VAIN RATS [PB:1980]
- Insane variant thought up in a drunken mood by
either Richard Sharp, Steve Doubleday or Doug
Wakefield. Consists of each country having its own 'variant' power, but other
countries not knowing what that power is. Typically taken seriously by those it
was meant to be a joke on, and now rationalized into a hideously complicated
and apparently phenomenally enjoyable game. See Variant (KW).
- VALHALLA [EB:Jul08]
- Zine by John Koning and Chris Wagner (Editor of Strategy and Tactics),
period of time 1968-69. They had one of the first commentary analysis of a
game for learning: 1968AB featuring some of the better known gamemasters and
players of the time. See Zine Names.
- VANILLA (1) [MN:Feb93]
- Vanilla games were Diplomacy games being moderated by Ken
Lowe at the time of his burnout in November 1992. Whilst Ken was listed as
'moderator' he was moderating so many different games that he was unable to pay
any particular attention to any of them. A number of players made requests for
new moderators to take over these games.
- VANILLA (2) [MN:Sep93]
- A vanilla game is now considered to be a standard game with no special
flags. So called because all the games that Ken Lowe ran on the Washington
Judge used all the default settings. New players are advised to play in a
vanilla game to get used to the workings of a Judge. (These two entries show how
quickly diplomacy terminology can change!)
- VARIABLE PLACEMENT (1) [AP:1986]
- This exists where players are given a choice in the initial placement of
the units belonging to their power. Before the game begins some or all of the
home supply centres are vacant and players may choose what kinds of units start
from where. (When added to the regular game this is called 'Winter 1900
Diplomacy'). In some cases the untis are not limited to starting the game in
supply centres and may be placed in any home province. See also Build Centres
and Variant Jargon (KW).
- VARIANT (1) [MB/RE/BL:Jun80+Mar82/89-90/Feb07]
- A game based loosely or tightly on Diplomacy, which varies the rules, the
board, or both. One can participate not only as a player but by generating new
variants, or new versions of old variants, and this is a major creative outlet.
At least 600 have been created, but only two (Colonial Diplomacy and
Battleline's "Machiavelli", both produced by Avalon
Hill, the latter since 1982) have been marketed commercially.
Variants exist which transfer the game from a European milieu to the world
of Tolkien's Middle Earth, to a worldwide setting or to medieval Italy. Others
add new units like submarines and air forces, increase the number of players or
provide for hidden movement, like Kreigspiel chess. So many variants have
appeared over the years that a number of
Variant Banks have been established within the postal
hobby to collect them into archives. Most prominent among these are the
United Kingdom Variant Bank (UKVB) and the
North American Variant Bank (NAVB).
It is, however, often difficult to find enough players to get up a game of
one of the less well known variants. Most variant GMs are
reluctant to run variants that they themselves have not created. The early
stalwarts of the variant hobby were Don Miller and Rod Walker,
with major contributions from Bob Sacks, Lew Pulsipher, and Fred Davis. Don
Miller ran the first diplomacy variant in 1965 through _Diplophobia_, although
by the standard of today some of the early diplomacy games (eg
1963A) would be classed as variants. See
Bomb, Country Variant,
Global Variant,
Hidden Movement,
Hyperspace, Madman,
Spoof, Tolkien,
Variant Jargon (KW) and
Variant (KW).
First published variant was Middle-Earth Dip II in
_Graustark_ in 1965.
- VARIANT AZ (1) [MN:Dec92]
- A companion file to this document providing reviews of many Diplomacy
variants. Version [2.0], which contains reviews of 200 variants, will be
released in January 1994. See Variant Jargon (KW).
- VARIANT BANK (1) [MN:Apr92]
- A collection of Diplomacy variants culled from Diplomacy
fanzines that are made available to hobby members for the cost of copying and
postage. A catalogue is usually available which lists which variants are
available, tells you how many players you need for each and sometimes gives you
a basic idea of what type of variant each listed design is. Most countries
which have a postal hobby have a Variant Bank. The largest variant Banks are
those in North America (the NAVB), which is also in charge of cataloging
variants, and the UKVB.
The main problem with the construction of an email variant bank is the
distribution of maps. Many variants use the regular board, or a simple
extension of it which can be readily described (some simple variants which use
a non-standard map can also be described) but many variants do not fit into
either of these categories. Judge contains PostScript files for some variant
maps but obviously this is not a realistic route to take.
The conclusion would seem to be that e-mail fans should use their local bank
for variants which require a new map and someone should volunteer to set up an
email variant bank for those variants which do not require a new map. See
Variant Jargon (KW).
- VARIANT BANK OF UK (1) [MB:Jun80]
- See UKVB and Variant
Jargon (KW).
- VARIANT BANK-EAST (1) [MB:Jun80]
- Fred Davis' Variant Archives, which also publish variant news and supply
copies where needed. See Variant Jargon (KW).
- VARIANT BANK-NORTH (1) [MB:Jun80]
- Canadian Variant Bank run by John Lipscomb, affiliated with
CDO. See Variant Jargon (KW).
- VARIANT BANK-WEST (1) [MB:Jun80]
- Rod Walker's variant archives. Sponsors an occasional
listings zine ARDA. Answers questions and does research, and
supplies copies of variants. See Variant Jargon (KW).
- VARIANT INSURANCE PROJECT (1) [MB:Jun80]
- An insurance scheme, at $5 per GM, for those running a
certifiably playable variant. Never
implemented. See Variant Jargon (KW).
- VARIANT JARGON (KW) (1) [MN:Dec93]
- The 'variant sub-hobby' has evolved its own terminology, mostly to describe
different ideas in the design of diplomacy variants:
Abstract Variant,
A/F,
Army/Fleet combinations,
Bomb Variant,
Build Centre,
Canals,
Certifiably Playable,
Choice set-ups,
Coastal Crawl,
Control of Neutrals,
Country Variant,
Decoy Unit,
Diplomacy Games and Variants,
Diplomacy Variants Commission,
Direct Passage,
Embarkation,
Fantasy Variants,
Fluid Supply Centres,
Fortresses,
Garrisons,
Global Variant,
Guerillia Build,
Hidden Movement,
Hidden Movement Variants,
High Ocean,
Hyperspace Variants,
International Variant Association,
International Variant Commission,
Intimate Diplomacy --- Knockout Competition,
Just's Right Hand Rule,
Key Rule,
Key Variant Rule,
Leader Units,
Miller Number Custodian,
Miller Numbers,
Multiple Supply Centres,
Multiple Unit,
NAVB,
NAVB Catalog,
NAVB-North,
North American Variant Bank,
North American Variant Bank Numbers,
North American Variant Hobby Poll,
Off-board Boxes,
Off-board initial placement,
Paper Units,
Pieces,
Piggyback Convoy,
Realism/Play Balance,
Science Fiction Variants,
Spoof or Humor Variant,
Special Unit Types,
Springraid,
Standing Armies,
Super-nation,
Team Game,
Ten Best Diplomacy Variants,
Tolkien Variants,
UKVB,
UKVB Archivist,
United Kingdom Variant Bank,
Variable Placement,
Variant,
Variant AZ,
Variant Bank,
Variant Bank of UK,
Variant Bank-East,
Variant Bank-North,
Variant Bank-West,
Variant Insurace Project,
Variant Orphan Rescue Service,
Variant Package 2,
Variant Playtesting Service,
Variant Poll,
Variant (KW),
Varioddmod,
Ventura,
Waterways,
William Preston Award for Variant of the Year,
World Variant Association and
World Variant List.
- VARIANT (KW) (1) [MN:Dec93]
- The following variants are reviewed in this document:
Aberration IV,
Abstract Variant,
Abstraction,
Active Neutrals,
Anarchy,
Ancient Empires III,
Anonymity,
Armed Neutrals,
Atlantica III,
Black Hole,
Brazilian Variant,
Chaos,
Classic Diplomacy,
Cline 9-man variant,
Conquest of the New World,
Deluge,
Diplowinn,
Disorganization,
Downfall,
Economic Diplomacy,
Erratic Diplomacy,
Escalation Diplomacy,
Europe 1721,
Excalibur,
Fink Rule,
Fleet Rome,
Flintlock II,
Fog of War,
Foreknowledge Variant,
Gibralter II,
Grand Tournament Diplomacy,
Gunboat Diplomacy,
Gunboat Diplomacy II,
Holocaust,
Hypereconomic Diplomacy,
Interstellar Diplomacy,
Intimate Diplomacy,
Key Variant,
MAD Diplomacy,
Madman,
Mercator,
Militarism IV,
Multiplicity,
Proxy Plomacy,
Pseudo-Classical Diplomacy,
Purest Diplomacy,
Roman-Style Diplomacy
Scotice Scipti III,
Seven Year's War,
Slobbovia,
Solo Diplomacy,
Song of the Night,
Stab!,
Succedaneum!,
Sundered Worlds,
Swiss Diplomacy,
Tadek Diplomacy,
Third Age,
Treaty Diplomacy,
Twin Earths,
United States Diplomacy,
Vain Rats,
Vote,
World War III (Reinsel),
World War III (Rosenberg),
World War III (Sergeant),
Youngstown Variant,
1885,
1914 O Jogo da Diplomacia and
1958 Diplomacy.
If you are interested in diplomacy variants you are advised to read the
Variant.AZ file.
- VARIANT ORPHAN RESCUE SERVICE (1) [MB:Jun80]
- Variant version of the OGP, responsible to the MNC and the IVC. Present
custodian is Ray Heuer, but its status is dubious. See
Variant Jargon (KW).
- VARIANT PACKAGE 2 (1) [MN:Jul94]
- Subtitled 'Then Best Diplomacy Variants' this UKVB
package was produced by Andrew Poole in 1986 and contains the rules for
Fred C. Davis' personal choice of most enjoyable and
most playable variants; Aberration IIO, Abstraction
II, Atlantica III, Cline
9-Man Diplomacy IV, Diadochi V (includes Imperator and Triumverate rules),
Dual-Space Diplomacy, Middle Earth VIII, Small World II-R, Woolworth Diplomacy
II and 1885 IIIR. There are five appendices: (A)
Abstraction A/F rules Modules, (B) Retreats and Removals Rules, (C) Off-Board
box rules, (D) Province abbreviations for Regular diplomacy and explanations,
and (E) Variant Glossary (reprinted in this document). See
Variant Jargon (KW).
- VARIANT PLAYTESTING SERVICE (1) [MB:Jun80]
- Set up by Ferkin Doyle for Face to Face playtesting.
Defunct. See Variant Jargon (KW).
- VARIANT POLL (1) [MN:Jun93]
- There have been a number of attempts over the years to determine the 'best'
variant. In 1992 Per Westling ran a Poll restricted to variants designed by
Scandinavians. 15 people voted and the top three designs were: (1) Arab
Diplomacy (Roland Isaksson), (2) Dagen Efter (Neils Lindeberg) and (3)
Youngstown XIV (Norger Borgersen et al). See Variant
Jargon (KW), William Preston Award.
- VARIODDMOD (1) [MB:Jun80]
- A variant rating system similar to ODDMOD,
created by John Leeder and presently allowed to languish by James Hymas. See
Rating Systems (KW) and
Variant Jargon (KW).
- VEGA (1) [MB:Jun80]
- Created by Dick Vedder, this was the first rating system just for
variants. Basically, in an N player game, first place
gets N, second N-1, etc. The winner also got 1 point for each country
eliminated. Points divided evenly for draws. See
Rating Systems (KW) and
Variant Jargon (KW).
- VENTURA (1) [AoS:88]
- Game distributor supplying some (Australian) states with Diplomacy.
- VICTORY CRITERIA (1) [MB:Jun80]
- Presently for regular games, this is control of 18 centers for a
"Rulebook" victory. The earlier Rulebook had
"majority of units on the board". However, postal GMs
permit voted wins with fewer than 18, generally requiring that no one has more
than the voted winner, and some set a minimum. Face to
Face play often allows the person with the most centres and a clear lead to
claim a win. Some tournament scoring systems (Berch, Brux, Simple) lower it for
time-curtailed games. Some variants have different criteria for different
countries (e.g. Scotice Scripti III).
- VICTORY POINTS (1) [AoS:88]
- In Australian Diplomacy, the extra points awarded to the winner in the Stab ratings.
- VIENNA (1) [MN:Jan92]
- A UK zine edited by Richard Egan which ran from circa
1986 to 1990. For much of this time it ran to three week deadlines, a
considerable achievement given the huge number of games it ran (the zine often
ran over 60 pages). A core zine for the period.
See Viennamob and Zine Names (KW).
- VIENNAMOB (1) [MN:Apr92]
- A collection of fanatical Vienna readers who often met up at
house cons and conventions and shared a collective identity, many of them lived
in or around Bristol. Accusations were made that they also voted collectively
in Hobby Polls to ensure that Vienna and its GMs won. With the
fold of Vienna the Viennamob are no longer the force that they were and many of
them no longer play a role in the Hobby mainstream.
- VINEYARD OPENING (1) [MN:Sep95]
- Richard Sharp's name for the opening: F(Bre)-MAO, A(Par)-Gas
and A(Mar)-Bur. The idea is to arrange a stand-off with Germany in Bur and then
capture Spa (from Mar) and Por (from Gas by MAO) leaving France with F(MAO) and
more options for 1902. Gained popularity in the 1980's in British postal
circles. This opening is more systematically named the Vineyard Variation of
the Burgundy Opening. See
French Openings (KW) and
Inverted Vineyard.
- VOICE OF DOOM, THE (1) [BL:Feb07]
- Bruce Linsey's zine, published from 1979-1984.
The zine was one of the largest and most active in hobby history. It was always
published on time, a rarity in the hobby, and it folded cleanly (with refund
checks enclosed) after 100 issues. Contained many play-of-the game articles,
writing contests, houserule discussions, quite a bit controversy (especially
during the Great Feud), and an enormous letter
column. Its final issue weighed in at 270 pages, and it won the Runestone
(Zine) Poll in 1985.
- VON METZKE OPENING (1) [MB:Jun80]
- Conrad's favourite: A(Vie)-Tyr, F(Tri)-ADR, A(Bud)-Tri. Some claim that the
poor statistics for Austria in the early days of the hobby are due in part for
Conrad's penchant for both Austria and this opening. See
Austrian Openings (KW).
- VOTE [PB:1980]
- Game where each Diplomacy country has a 'leader' and 'voters' who together
decide moves. The theory is that the country that is the most organized will be
the most successful. Tried in _Gallimaufry_ and _Pyrrhic Victory_. See
Variant (KW).
- WAHF COLUMN (1) [MB/MN:Mar82/Dec92]
- "We also heard from". Sometimes the editor has too many letters to print,
but doesn't want to discourage writers, so a WAHF column, laced with snippets,
is used to acknowledge receipt. Used in _Dolchstoss_ and _Greatest Hits_. Usage
comes from SFdom. Usually a list of people headed by the title WAHF.
- WAITING LIST (1) [MB:Jun80]
- See Signup List.
- WALES OPENING (1) [MB/MN:Jun80/Jul94]
- F(Lon)-ENG, A(Lpl)-Wal. It is normally attempted when England is quite sure
of taking the Channel, a fact seen by its high success rate compared with other
F(Lon)-ENG openings. The most common target for A(Wal) is Bel. However my
statistics on 17 openings with entry into ENG shows that A(Wal)-Bre succeeded 5
times in 5.
The Wales Opening is properly called the Wales Variation of the
Southern Opening, but it has always been
known as the Wales Opening. See English
Openings (KW).
- WALKER AWARD, The (1) [MN/FCD:Spring92]
- The full name of this North American Hobby Award
is The Rod Walker Literary Award which is something of a mouthful, hence the
abbreviation. The Award was established by the Avalon
Hill Game Company in 1983 to mark the 25th anniversary of the commercial
sale of the game Diplomacy. Inspired by the success of the
Miller Award, Avalon Hill purchased a large
Perpetual Plaque, and presented it to Larry Peery for coordination of the voting
along with the Miller Award each year. This was done in Rod Walker's name since
he was one of the leading lights in the Diplomacy literary field at that time.
Nominators are requested to enclose a photocopy of the nominated article, if
it does not exceed about 4 pages. If the nomination is for a book or a long
series, just produce a copy of the material when making the final selections.
Each member of the selecting committee receives a copy of this material when
making their selection. A list of winners:
1984 Mark Berch: For the fictional piece "The Sleaziest player of all Time:
Shep Rose" in _Diplomacy World_, Spring 1983.
1985 Bruce Linsey: For five years of publication of _Voice of Doom_,
including the most active letter column in the hobby's
history, and producing and distributing the novice publication, Supernova.
1986 Daf Langley: This was for a factual piece she wrote for Diplomacy
World 39, "The Making of a Major Con".
1987 J.R. Baker: For the various cartoons he drew for _Diplomacy World_ over
the years.
1988 Mark Berch: For an article in _Diplomacy World_ and
(tie) Fred C. Davis Jnr: For production of "The North American Variant Bank
Catalog, 1987-88".
1989 Rex Martin et al: For producing a Diplomacy-featured special issue
of _The General_ (Vol 24 No 3) in 1988.
1990 Larry Botimer: "Playing Italy" in Kathy's Korner #155. and (tie)
Francois Cuerrier: "Lowballing: in _Passchendaele_ #97.
1991 Mark Berch: "The Power The Glory" in _The General_, Vol 25 No 4.
1992 Garret Schenck: work on _The Zine Directory_.
1993 Conrad von Metzke
1994 David Smith: "The Crimean Opening",
_Diplomacy World_ 70.
1995 - Ken Walker
1996 - Tim Hoyt
1997 - Mark Fassio
1998 - Conrad von Metzke
1999 - Heath Gardner
2000 - Paul Windsor
2001 - Allan B. Calhamer
2002 - Joe Brennan and Glenn Ledder (tied)
2003 – Paul Windsor
2004 – Manus Hand
See Hobby Awards.
- WALKER, ROD (1) [Rod Walker/MN, The Gamer's Guide To Diplomacy 1979/Sep94]
- Rod Walker started playing FTF Diplomacy in 1961
and became involved in postal Diplomacy in 1966. From 1966 to 1976 he published
a postal Diplomacy publication, _EREHWON_, (one of the more famous US zines,
revived briefly in the early 1980's when Rod made a brief comeback after giving
up the DW editorship) as well as several other titles. In all, he has edited and
published more than 600 items relating to Diplomacy. In addition, his articles
have been widely printed in other publications. He was Boardman
Number Custodian from 1969 to 1972, while at the same time undertaking
several other projects. Rod was the first person to run a zine dedicated to
publishing game starts and results (_Numenor_, previous BNC's
reported stats in their own zines). During 1970-71 he was a member of the ad hoc
committee which assisted in the rewriting of the
Rulebook. From 1968 to 1971 he wrote a regular
column on Diplomacy for the professional wargaming journal
Strategy & Tactics. In 1971 he launched the
first Game Opening Flyer, He was editor of
_Diplomacy World_ in the late 1970's and
early 1980's. See Personalities (KW).
- WALKER TOURNAMENT SCORING SYSTEM (1) [MB:Jun80]
- The game is worth 34 points, given to the winner or divided among the
drawers. If the game is won, each survivor gets -2 points for each
SC he is stuck with at games end. Reduced victory
criteria, with a minimum lead required. Used with some modification at DipCon
XI. Details in DW 19; discussion in DW 22. See Rating
Systems (KW).
- WALKERDINE, RICHARD (1) [MN:Jan94]
- An entry that needs to be written. Some time.
- WALKERDINE ZINE POLL (1) [MN:Apr93]
- Richard Walkerdine's original name for what has
since become known as the Zine Poll. See
Hobby Awards (KW).
- WAP (1) [MN:Dec92]
- See War On Automatic Pilot.
- WAREHOUSE ZINE (1) [MB/MN:Jun80/Aug94]
- A zine which carries lots of games and virtually nothing else. Sometimes
the term is used contemptuously. A classic example is _A.D.A.G_, the first
warehouse zine proper was _Wild 'N Wooley_.
- WARGAMES [PB:1980]
- Can be board-wargames (called Co-Sims in Europe), Tabletop or Miniatures
(depending on whether you play them or not) or the real thing, played by
soldiers to find out how many people they can kill at what cost to their own men.
- WAR IN THE WEST/EAST [PB:1980]
- Gigantic wargames from SPI mentioned only because
they (like Drang Nach Osten) may be mentioned in terms of gargantuanism and
nothing else.
- WAR ON AUTOMATIC PILOT (1) [MN:Dec92]
- An idea of Mark Berch's in 1989 designed to
reduce the damage inflicted by an NMR. The
GM merely repeats the orders used by the NMRing power in
the previous season. The BNC decreed that regular games
running such a rule were *not* variants but bona fide games of regular dip (that
this was ever in doubt tells us something interesting about American Hobby
members...). See also Intelligent War On Automatic Pilot.
- WARSAW SYSTEM (1) [MN:May93]
- Richard Sharp's name for the openings involving
F(StPsc)-Fin/GoB and A(Mos)-War. There are three named variations: the Galician
(A(War)-Gal), the Silesian (A(War)-Sil) and the Ukraine (A(War)-Ukr). See
Russian Openings (KW).
- WARTHOG (1) [MN:Dec92]
- Richard Sharp's name for the rarely used Austrian
opening (0.87%): F(Tri)-Alb, A(Vie)-Gal and A(Bud)-Rum. Richard writes that it
is "a new name for something resembling a Hedgehog
but not as pretty". Also known as Rumanian
Gambit (Balkan Roadhog Variation). See
Austrian Openings (KW).
- WASTED ORDER (1) [MB:Jun80]
- An order which did not affect adjudication. E.g. cut support,
or unsupported move opposed by a supported move. The Wasted Order Ratio (WOR) is
the proportion of wasted orders to total orders.
- WATERWAYS (1) [AP:1986]
- These exist where a narrow channel or canal/inland waterway provides a
through passage for fleets between sea areas which would otherwise be seperated
by intervening land provinces. There are basically two types of waterway. The
first is where a waterway runs *through* a single province; Constantinople and
Kiel in the regular game are examples of this: Any fleet may move through the
province using the canal to enter in one coast, and then leave from the other
coast on the next turn. Armies may move into or out of the province without
concern for the waterway.
The second type is where a waterway runs *between* two provinces; the
Denmark/Sweden border in the regular game is an example. Any fleet may move
through the waterway using the adjoining land provinces as if they were coastal
provinces, entering either province from one side and then leaving on the other
side of the waterway on the next turn. Here the waterway also forms the
boundary between the two adjoining provinces. Armies may cross the line of the
canal; their movement is in no way affected by its presence. In neither of
these types of waterway may armies cross or be convoyed through canals. The
Direct Passage link also creates a situation
whre army and fleet movement cross each other at right angles. See also
Variant Jargon (KW).
- WDC (1) [MN:Jan92+Jan93]
- A common abbreviation for "World Dip Con", a Diplomacy convention that
wanders around the globe and provides a meeting place for those Diplomacy fans
that are active on the international scene. The WDC concept has been
extensively discussed by a number of fans in a number of fanzines. Before World
Dip Con there were very few opportunities for internationally minded hobby
members to meet each other... Canadian zine editor Steve Hutton visited the
London Hobbymeet in May 1985 and Fred C. Davis
visited several Hobby members when he came to the UK
in September 1986 for a holiday.
WDC Location Year # Players Winner #team #Winner
WDC I {ManorCon} VI 1988
WDC II North Carolina 1990
WDC III Australia 1992
WDC IV {ManorCon} XII 1994 94 P. Montagna (France) 17 Sweden
# Players is the number of Players in the dip tournament. (This excludes
players who did not play enough games to be rated.)
#team Number of teams in the diplomacy team tournament.
#Winner Winner of the team tournament.
- WESTERN LEPANTO (1) [MB/MN:Jun80/Aug95]
- The very anti-French opening of A(Rom)H/-Tus-Tun via F(TYS),
A(Ven)-Pie-Mar/S FA(Spa)-Mar. In S02, F(TYS) can move to WES to convoy to
Spain, or is in a position to directly block F(Mar)-LYO. If there are no
eastern commitments, this will be a rare circumstance when building F(Rom) is
superior to F(Nap), as F(Rom)-Tus permits the piece to be used directly in F02.
The A(Rom)-Tus variant is known as the French
Attack. See Italian Openings (KW).
- WESTERN POWERS (1) [MB:Jun80]
- France, Germany, England, and, depending on the alliance structure, Italy.
The most quintessential Western power is France.
- WHO'S WHERE (1) [MB/MN:Mar82/Aug93]
- In England, an alphabetical listing of active players with a notation as to
which zines and games they are in. Produced by Mick Bullock in the 1970's.
Replaced by _The Fat Lady Sings_.
- WICKED WITCH THEORY (1) [MB/RE:Jun80/89-90]
- Allan Calhamer's strategic notion that you
should demolish England and Turkey (the Wicked Witches) before they demolish
you. The theory was that between them, they could encircle any power, had a
too-strong defensive position at the board's corners, and without their
cooperation, stalemate lines could not be constructed. Thus, to gain the safety
of the stalemate line you must either swallow one of them, or make yourself
indispensable to him.
Though they are on opposite sides of the board, they can still be sometimes
found in alliance courtesy of their mutual rivalry with Russia: an alliance of
the Wicked Witches is often what Russia fears most. But despite the advantages
of their opening positions, these two powers are not especially favoured to win
games: their corner positions are difficult to expand from, and will usually
rely on a fleet-oriented strategy (there are seven supply centres on the board
which fleets cannot occupy).
- WILD 'N WOOLY (1) [CvM/MN:1992/Aug94]
- In the very early days of the hobby each zine only ran one game. It wasn't
until _Wild 'N Wooly_ appeared (October 1964) that the concept of more than one
game per zine was started. _Wild 'N Wooly_ was pubbed by Dan Brannan (aka Steve
Cartier), one of many SF fans involved at the start of the postal diplomacy
hobby.
_Wild 'N Wooly_ was the first warehouse zine in the hobby.
Dan's second wife Christina, an extremely talented artist, contributed a number
of drawings that were just about as spectacular as one could get on a mimeo
master. These drawing, in black and white, were reprinted in the first and
second edition of The Gamer's Guide To Diplomacy
and have oft been reprinted in diplomacy fanzines.
It was one of the earliest zines to adopt the rule that no replacement
players would be used (Dan had a codicil, "unless all other players agreed,"
but this only happened once), and when the zine became erratic there were
numerous dropouts whose absence in effect ruined the games.
But what _Wild 'N Wooly_ did, better than anything else in its day, was
recruiting new players to the hobby; Dan made extensive use of mailing lists he
acquired, and sent endless samples to people he ran into at SF conventions ---
he even ran off vast numbers of extra copies to pass out at these meets. In
effect he became the first hobby 'ambassador,' and his success was not equalled
into until the flyer in the game box came to be.
Folded with issue 144 on June 24th 1972.
- WILLIAM PRESTON AWARD for VARIANT of the YEAR (1) [MN:Nov93]
- William Preston was an obscure member of the hobby who was friendly with
Richard Egan. When he died tragically of heart failure at the age of 22 Richard
introduced a variant poll in his memory. It was intended to be an annual poll
of Diplomacy variant players to identify the variant which had brought most
pleasure to the Hobby during the previous twleve months. Voters were allowed
to vote for up to three variants that they GMd, played or watched during the
year in question. Points were allocated 3-2-1 to the variants.
Year #Voters Top Three
1988 43 Chaos II (25) & Downfall (all marks 25), Somewhat Demiurgic
Diplomacy. (16)
1989 43 Africa II (32), Downfall X (20), Utter Ludicrous Diplomacy (18).
- WILLIAMS RATING SYSTEM (1) [MN:Apr93]
- Richard William's STRS system for calculating the best tournament player in
the UK. Tournament games are rerated using the following system:
(1) An outright win scores 250 points with survivors scoring 1 point for
each supply centre owned.
(2) For all draws, each player gets 25 points for each player he has more
centres than in a game, plus 3 points for each supply centre owned.
(3) In all cases a knockout gets no points.
(4) A players "tournament score" is the average of all the games he has
played at rated tournaments.
All games played at ManorCon and
MidCon are rated. To qualify for the final results
table a player must have played at least five games, two of which must have been
at MidCon. Details taken from _Smodnoc_ 37 (February 1992). See
Rating Systems (KW).
- WILMAN RATING SYSTEM (1) [MB:Mar82]
- John Wilman's system for scoring completed and running games. Completed
games give 100 points to winners or divided evenly among drawers. For running
games, score triple the number of SCs (game is thus worth
3*34=102 points). Add totals for all games and divide by the number of games.
See Rating Systems (KW).
- WINNING BIG (1) [MN:Nov95]
- It is very difficult to win with more than about 22 centers unless someone
is helping you. An example of a Big Win is 1977HT, run in
_Graustark_ by John Boardman, which ended in a
win for David Crocket in Fall 1918 with 30 centers!
1980AB (reported in _Everything_ 53) was an interesting game. Austria (played
by Dick Martin) reached 17 centers in 1907 whilst England had 12. The original
England player dropped in S08 and was replaced by Mark Lew. By 1912 England had
captured the 5 Italian centers and it was 17-17. In 1913 Austria captured all of
the English centers to finish on 34. Dick Martin and Mark Lew are old friends...
- WINNING AND LOSING (1) [AW:Nov95]
- A novice loses because of their mistakes. An
intermediate player loses because of the mistakes made by other players. An
expert wins games because of the mistakes he induces in the other players.
Except against novice competition, novices don't usually win. Occasionally,
they get lucky and another novice makes a mistake in their favor.
An intermediate can hold their own against experts. In an
intermediate/expert game, they stand as good a chance winning as anyone else.
However, introduce one novice into the game, and the intermediate immediately
gets destroyed by the novice; the novice destroying himself in the process.
An expert gets the novices to make the stupid mistakes that hurt the
intermediates and themselves at the same time.
The real test of how good a Diplomacy player is is how well he
deals with poor players, not how well he deals with good ones.
- WIN NUMBER (1) [MN:Jun95]
- The percentage of finished games that finished in a win. Interesting
questions include: Does the win number change with time, does the win number
vary with the medium in which the game is played and does the win number depend
upon the number of dropouts in a game? Concept introduced by
Mark Nelson in _Everything_ 90 (October 1994). See
also Dropout Number,
Length Number and
Q Rating.
- WIN NUMBER (2) [MN:Jun95]
- Some statistics!
GAME WIN NUMBER
NAPG Non-orphaned games* 48.07%
NAPG Orphaned games* 64.62%
COMPU Non-orphaned games* 46.6%
COMPU = Games played over Compuserve network.
NAPG = North American Postal Games
* Data from _Everything_ 85 (May 1992) through _Everything_ 1991 (March 1995).
- WIN ONLY (1) [MB:Jun80]
- A slight misnomer. A philosophy of play that values (or rates) only wins
and draws, all other results being considered as losses. The
Rulebook advocates this. This is the opposite of
Strong Second. Sometimes known as Win Or Draw.
- WIN OR DRAW (1) [MN:Apr93]
- See WIN ONLY.
- WINNING WITH FRANCE (1) [RS/MN:1993/Aug94]
- In _The Numbers Game_ 19 (1993) Richard Sharp presented an analysis of
French openings used in British Postal games. The sample size was 1995 games.
The CP Strike Rate was used as a measure of
success. Richard wrote:
"France is - not surprisingly - the strongest country, with an average CP
Score of about 0.17. The Maginot Opening,
comfortably the most popular French opening, justifies that status by producing
an average of 0.199, well above average. Of openings played 10 or more times,
those that outscore the Maginot are a motley bunch: top is the unnamed
(F(Bre)-MAO, A(Mar)H, A(Par)-Gas) with 0.233, good if it works as you can convoy
Gas-Por and jump England in 1902. A modern favourite, the
Vineyard also does well with 0.219. The
Northern Dash seems to achieve its objective
quite frequently (0.209), closely followed by the
Belgian Gambit, representing a good overall
score for the Bur and Pic brigade; the Belgian Gambit is the most successful
opening of those so far played over 100 times. But the most interesting aspect
of all this is the woeful inadequacy of the other two highly popular openings,
which score below the French average: the
Burgundy Opening does surprisingly badly
with 0.132, while the third-ranked Picardy
Opening is one of the most unsuccessful of all French openings, netting
only 0.104. Two minority openings, (F(Bre)-MAO, A(Mar)H, A(Par)-Bur) and the
Inverted Vineyard are so spectacularly
unsuccessful that they actually rate below a Spring 1901 NMR!
I don't know what all this proves, except perhapes that
those who favour the Maginot seem to be
right to do so. I've never played it myself; I am slightly surprised to find,
checking the records, that I have played the English
Maginot three times out of four, with no success whatever, while my solitary
French win was achieved with the intereesting aberration (F(Bre)-MAO,
A(Mar)-Pie, A(Par)-Gas)! Hmmm. I must try the Maginot
next time..."
- WINNING WITH ITALY (1) [RS/MN:Mar93/Aug94]
- In _The Numbers Game_ 18 (March 1993) Richard Sharp
presented an analysis of Italian openings used in British postal games. The
sample size was 1959 games. Using the CP Strike Rate as a
measure of success he wrote:
"The most successful opening have been (A(Rom)-Tus, F(Nap)-ION, A(Ven)-Pie)*
and the Anti-Hedgehog Lepanto**, but
the samples are very small; of the more popular starts, the
Stab Lepanto and the
Key Lepanto have been relatively successful.
The Alpine Chicken has been the most
unsuccessful of the really popular openings."
* 0.56%, 11 games out of 1959.
** 1.89%, 37 games out of 1959.
- WINNING WITH TURKEY (1) [MN:Aug94]
- In _The Numbers Game_ 16 (May 1992) Richard Sharp
presented an analysis of Turkish openings used in British postal games. Openings
played 10 or more times, out of a sample size of 1913 games, were given a
CP Strike Rate.
Opening CP Strike Rate Number of Games (1)
Ship of the Desert 15.69 17
Russian Attack 14.64
Russian Defence 14.02
Bosphorus Opening, Ankara Variation 12-13%
Houseboar Oppening, Constantinople Variation 12-13%
Russian Defence, Ankara Variation 9.85% < ?? < 12% (2)
Bosphorus Opening, Smyrna Variation 9.85%
Bosphorus Opening, Armenia Variation 8.60%
(1) Only listed for the more infrequent openings.
(2) Richard sais that it was less succesful than the 12-13%
openings but more popular than the openngs below it.
- WINTER 1901 BUILDS (1) [MN:Aug95]
- There have been 20 or so British Postal games in which three countries
failed to increase their sc count, but many of these involved Austria gaining
one or two neutrals whilst losing one or two home supply centres. However in
1995BU Austria, Italy and Russia all failed to gain a center whilst retaining
all their home centers. Data from _Dolchstoss_
198 (June 1995).
- WINTER 1901 BUILDS (2) [MN:Aug95]
- In British Postal games Russia is the power most likely not to build in
Winter 1901 (17%), closely followed by Austria (15%). Data from
_Dolchstoss_ 198 (June 1995).
- WINTER 1901 DISBANDS (1) [MN:Aug95]
- In British postal games no Turkey has ever finished 1901 with a removal.
England has only done so once, opening NWG, NTH, Edi then losing Lon and being
stood off in Nor and Bel. Data from _Dolchstoss_
198 (June 1995).
- WINTER 1901 NEUTRALS (1) [MN:Aug95]
- In 1995BU 7 centres were neutral after 1901; Turkey having stood Italy out
of Greece and Russia out of Rumania. Austria, Italy and Russia all failed to
either gain or lose a centre.
- WITCH (1) [MB:Jun80]
- England and Turkey. See Wicked Witch Theory.
- WOMEN (1) [MB:Jun80]
- The under-represented gender in Diplomacy. This is unfortunate, because one
of the joys of postal Diplomacy is in meeting very different types of people,
and thus loss of women reduces variability in the hobby. Estimates
traditionally are 2%, though in the late 1970's this may have risen. While
various theories for this have been presented, the most sensible is this:
Diplomacy is an extremely competitive game, and women tend to be socialized to
avoid such highly competitive environments. [Either that or they know something
that we men don't... HR]
The first woman to play in a Postal Dip game was Dion Pelz, who finished
second to her husband. Europa Express #12 (1982) was a special theme issue on
"Women in Diplomacy". There were articles on women in Canada, Belgium/France,
Great Britain and others. Also included was a tasty selection of original and
reprinted stuff, including a "centerfold" listing of 31 women from the present
and the past in the US Hobby, though many of them have only the most tenuous
connection to the hobby. A splendid collection. See
Beyerlein,
Crayne,
Kathy Caruso and
Gemignani.
- WOMEN (2) [JB:Sep95]
- Women in Diplomacy who are basically spouses and stay involved at a low
level are only interesting since women are a rarity in the hobby. My wife has
zero interest, even though she will take Diplomacy orders over the phone. She
is only dimly aware that I publish a szine and has never read one. In the US
(gross generalization) the Nancy Frueh, Debi Peters type involvement is much
more common in the Midwest (also Vince Lutterbie's wife Melody), while
elsewhere in the country, if there is involvement, it tends to be more serious:
Daf Langley, Cathy Ozog, Donna Higgins, Linda Courtemanche, and Sandy Styles
come to mind. This probably means nothing.
- WOODY (1) [MB:Mar82]
- Nickname for Steve Arnawoodian.
- WORLD DIP CON (1) [MN:Mar92]
- See WDC.
- WORLD VARIANT ASSOCIATION (1) [MB:Jun80]
- A vehicle for feuding within the variant community. Defunct. See
Variant Jargon (KW).
- WORLD VARIANT LIST (1) [MB:Jun80]
- Dermot Gravey's computerized, alphabetical list of over 500
variants. With Gravey's exit from the
Hobby, its fate is unknown. See
Variant Jargon (KW).
- WORLD WAR III (Reinsel) (1) [MB:Jun80]
- Charles Reinsel's
variant adding part of the Western hemisphere. Each
player has both atomic weapons (which render their targets permanently
impassable) and anti-missile weapons. Rules in Command 1. See
Variant (KW).
- WORLD WAR III (Rosenberg) (1) [MB:Jun80]
- 8 player game, using the concept of alignment and nuclear weapons. You
can't nuke somebody that you are allied with. See
Variant (KW).
- WORLD WAR III (Sergeant) (1) [MB:Jun80]
- A global variant for 19 players. A second version for 15 players was
partially playtested at DipCon XII and is being played postally. See
Variant (KW).
- WORLDWIDE POSTAL DIPLOMACY CHAMPIONSHIP (1) [MN:Jan94]
- Larry Peery's idea, a postal team-tournament with seven teams from seven
countries. Games to be run by Larry. Idea floated in Spring 1992.
- WRONG ENVELOPE PLOY (1) [MB:Jun80]
- The deliberate placing of the wrong letter (or part of a letter) in an
envelope, to fool the recipient.
- XYNS PEOPLE READ POLL, THE (1) [MN:Jan94]
- Poll ran by Tom Swider to find the most popular North American Zine. Rival
to the Marco Poll and
Runestone Poll. See
Hobby Awards (KW).
Year Voters 1st 2nd 3rd
1991 15 Comrades In Arms (*) Kathy's Korner D.O.G.S of War
(*) Pollster's zine.
- YARS (1) [MN:Aug95]
- Bruce Duewer's 'Yet Another Rating System' posted to
RGD on July 3rd 1995.
(1) All player's start with an initial rating of 1.
(2) The game value (GV) is the sum of the player ratings'.
(3) Winners score points according to the formula
Points = (GV/players)*(players +1 -winning/drawing players)/(winning players)
Thus a winner would get 7 points in a novice game. In a two-way draw
the drawees score 3 points and one-point disappears.
(4) New rating = (1 + sum of points scored in all games).
Main critisism is that system isn't zero sum. See
Rating Systems (KW).
- YERKEY RATING SYSTEM (1) [MN:Sep94]
- Used by Jim Yerkey at AvalonCon. Games last between 6 and 7 hours with only
the GM knowing the end in advance.
Survivors get 1 point for each supply center held at the end of the
game (if the game ends in the Spring turn, treat it as a Fall turn
and count new acquisitions). Bonus points as follows:
Solo Win = +21 points
2-way draw = +10 points
3-way draw = + 5 points
4-way draw = + 3 points
Draws can be determined with 29 center vote. Thus a 6 center country, or
a combination of countries totalling 6+ centers can block a draw, or force
their inclusion. See also Rating Systems (KW).
- YORKSHIRE OPENING (1) [RE/MN:89-90/Mar92]
- There are two common English opening fleet combinations: the Northern
Opening (F(Lon)-NTH, F(Edi)-NWG) and the Southern Opening (F(Lon)-ENC,
F(Edi)-NTH). Each has a "Yorkshire variation" in which A(Lpl) is ordered to
(surprise, surprise) Yorkshire, though in his book,
"The Game of Diplomacy",
Richard Sharp uses the phrase exclusively in reference
to the move when used in conjunction with the Northern Opening. As such, it is
the only move to guarantee England a build in 1901, since A(Yor) can guard
London against a sneaky French assault through the Channel, and one fleet can
support the other into Norway if Russia opens with A(Mos)-Stp, although F(NWG)
SF(NTH)-Nwy is the only 100% method since either France or Germany could cut any
support given from NTH. The opening vies in popularity with the "Churchill
Opening", another version of the Northern Opening in which A(Lpl) is ordered to
Edinburgh, from whence it can be convoyed onto the continent by either of the
two fleets (most likely A(Edi)-Nwy or A(Edi)-Bel). See
English Openings (KW)
- YORKSHIRE PUDDING (1) [MN:Mar92]
- A joke opening where all the English units are ordered to Yorkshire in
Spring 1901! Devised by Denis Jones and used by him in a postal
game! Strange character Denis. Needless to say, he didn't do too well in that
game... See English Openings (KW)
- YOU-ONLY-LIVE-ONCE (1) [MB:Jun80]
- A variant rule not permitting a unit annihilated or retreated off the board
ever to be rebuilt for. Sometimes retreats are also banned. Makes for faster game.
- YOUNGSTOWN UNIVERSITY DIPLOMACY CLUB (1) [MB/EB:Jun80/Jul08]
- One of the very first and probably the most influential of the early
Diplomacy clubs. Its chief organizer was John Smythe, who taught Economics
there. Formed in Christmas of 1963 by John Koning who was a student of John
Smythe who became the faculty advisor.
- YOUNGSTOWN VARIANT (1) [MB:Jun80+Mar82]
- A family of about a dozen variants, this has proved to be the most popular
large variant in the US and often the only variant carried by a zine which
otherwise carries only regular games. The original ten player game designed by
John Koning, with help from other Youngstown U Dip
Club members, was never printed although it was played FTF
at the Youngstown U Dip Club. Rod Walker produced the first
postal version (Youngstown II).
The added players are China, India and Japan. The game uses an expanded
Europe plus Africa and Asia. Keeping things connected are
off-board boxes and the ability of some
European countries to build in remote ("colonial") parts of the world. Later
versions added an African and American power. Game tends to produce static
slugfests and large draws. See Variant (KW).
- ZD
- See Zine Directory.
- ZERO SUM RATING SYSTEM (1) [MN:Nov96]
- A rating system proposed by Thaddeus Black.
win +360
2-way draw +150
3-way draw +80
4-way draw +45
5-way draw +24
6-way draw +10
7-way draw zero
loss -60
Note that the sum of the losers is equal to the sum of the winners:
the sum of player scores in any game is zero. See Rating System (KW).
- ZINE [PB/MN:1980/Sep93]
- Pronounced 'zeen'. Contraction of 'Fanzine' originally, but now a word in
its own right. (Fanzine was a word first coined by SF fans in the 1930s as a
contraction of fan magazine, an amateur zine produced by a fan.) The borderline
between Diplomacy zines, games zines, funzines, etc, are far more blurred than
they were. In _Meinel's Encyclopedia of Postal Diplomacy Zines_ Jim Meinel
states that only 15% of North American diplomacy fanzines have made it to 50
issues.
- ZINE BANK (1) [MB:Jun80]
- A British collection of samples of zines, sent in by
publishers to custodians. Those who want samples send some money and perhaps
some preferences. Established by Tim Roberts, now run by Alan Parr.
- ZINE DIRECTORY (1) [MB:Mar82]
- Mike Mills' publication giving details on nearly all North American
dipzines. Includes a short publisher's statement and a listing of addresses for
British dipzines. (These days known as the Zine
Register -- MN:Dec92) See Zine Names (KW).
- ZINE EVALUATION COMMISSION (1) [MB:Jun80]
- IDA's plan to publish a list of "acceptable"
zines, rated on reproduction quality, error rate and
frequency of delays. First director was to have been Ron Kelly. Met considerable
hobby resistance and was never implemented.
- ZINE NAMES (KW) (1) [MN:Dec93]
- The following zines are reviewed in this document:
ADAG,
Albion,
Backstabber,
The Bluesmobile (*),
Chapter Two (*),
Chapter Eight (*),
Compendium,
Costaguana,
Courier,
Diplomacy Digest,
Diplomacy Statistics (*),
Diplomacy World,
Electronic Protocol (*),
Glossary of Terms,
Graustark,
Hoosier Archives,
Internet Guide to Diplomacy (*),
Meinel's Encyclopedia of Postal Diplomacy Zines,
New Statsman,
Rec.Games.Diplomacy.FAQ (*),
St George And The Dragon,
Supernova,
Terminus,
Valhalla,
Vienna,
VOICE OF DOOM, THE,
Zine Directory and
Zine Register.
(*) Indicates email zine.
- ZINE NAMES (2) [MN:Dec95]
- Cal White has suggested that the following zines be added: _Brutus
Bulletin_ (John Michalski; first zine to make large-scale use of a
photocopier), _G*A*S*S*E*D_ (David Truman; first computer-printed zine),
_Liasons Dangereuse_ (first large-scale novice-game zine), _Paroxysm_ (Robert
Correll/Doug Ronson/Harry Drews; first multi-editor zine) and _Saguenay_
(Conrad von Metzke, first ever zine for Canadians).
- ZINE NAMES (3) [RW:Jun07]
- As you've noted, early 'zines were mostly named for fictional countries.
Originally this meant countries that would have existed about the time of the
game. Prior to WWI, there appeared a number of novels set in tine fictional
European kingdoms. These included about 3 Graustark novels by Stephen Barr
McCutcheon and 5 or 5 Ruritania novels (including "Prisoner of Zenda") by
Anthony Hope. Despite Hope's relatively greater contribution to the genre,
these were generally known as "Graustarkan" novels (or romances). There were
quite a few others set in tiny states -- I've actually managed to locate and
buy most of them. The first 2 Dipzines were appropriately Boardman's Graustark
and McDaniel's Ruritania. The 3rd was Boardman's Freedonia -- using a country
from a Marx Bros. film -- a bit out of the time frame but not much. John's
original plan, by the way, was to have a different 'zine for each new game.
However, the multi-game 'zine soon appeared and he let everything ride in
Graustark.
- ZINE POLL (1) [MB/TNP/MN:Jun80/87/Dec95]
- A Poll of Popularity for British zines started in 1974, originally called
the Walkerdine Zine Poll. There were two Polls in 1974 but since then there has
been one a year. It has been run by Richard Walkerdine
(1974-1977), Mick Bullock (1978-1980), Richard Walkerdine (1981-1985), John
Piggott (1986-1988) and Iain Bowen (1989-1993).
In the past often a forum for stirring up controversy in the hobby over such
matters as which zines are eligible, whether you need to be a subber to vote
for a zine, and what weighting scheme is best. The 1979 Poll even included a
separate Poll on this last question.
For an editor, the highlight of the hobby calendar--all editors and
subscribers are asked to vote on the zines they receive to establish the zine
of the year.
Zine Poll winners have been: 1974(a) Ethil The Frog 1974(b) Dolchstoss;
1975: Dolchstoss; 1976: Chimaera; 1977: Chimaera; 1978: Dolchstoss; 1979:
Greatest Hits; 1980: Greatest Hits; 1981: Greatest Hits; 1982: Ode; 1983:
Greatest Hits; 1984: Hopscotch; 1985: Mad Policy; 1986: Home of the Brave;
1987: War and Peace; 1988: Realpolitik; 1989: Nertz; 1990: Electric Monk; 1991:
Dolchstoss, 1992: Dolchstoss, 1993: Spring Offensive, 1994: Spring Offensive
and Take That You Fiend and 1995: On The Game. [Note: _zine_ format not used.]
See Hobby Awards (KW).
- ZINE REGISTER, THE (1) [MN:Sep93]
- The long running listing zine of North American Diplomacy
zines which has had several editors over the years. Known in its early days as
The Zine Directory. Editor Issues Comment Michael
Mills 1-2 (March 1980--???) Known as The Zine Directory.
Just a listing of zines with their vital statistics and game openings.
Mimeographed issues.
Roy Hendricks 3-4 (July 1983--???) Digest issues. Added some
commentary to the listings.
Simon Billenness 5-8 (January 1986--???) Established TZR as a recognised
worthwhile hobby service.
Ken Peel 9-14 (July 1987--???) Laser-printed on full-faced paper.
Wide circulation. Finished 2nd in the 1988 Zine Poll.
Tom Nash 15-16, 18 (December 1989--???) Issue 17 was a fake.
Garret Schenck 19-21 (October 1990--???) Highly controversial editor.
Pete Gaughan 22+
See Zine Names (KW).
- ZONE (1) [RE:89-90]
- The Diplomacy board is often seen as divisible into a number of "zones",
the most significant of which are the Eastern and Western zones. Thus England,
France and Germany are "Western Powers", whilst Italy, Austria and Turkey are
"Eastern" powers (though some people, myself included, often prefer to use
"Northern" and "Southern" instead); Russia is seen as straddling the two.
Tactics articles often emphasize the need for a player to dominate his own
"zone" first, as a prelude to an endgame contest with the leading power in the
other "zone"--though naturally other philosophies exist. A third important zone
is the "Neutral Zone" of non-supply-centre provinces that runs from Livonia,
through Prussia, Silesia, Bohemia and Tyrolia to Piedmont (and arguably on
through the Mediterranean to North Africa). This is the zone that divides East
from West, bracketing impassable Switzerland, and the need to cross it in the
midgame is sometimes promoted as the single most important factor in winning.
Another common use of the "zone" is in establishing a "demilitarized" zone
("DMZ") between two powers: a province or group of provinces into which neither
will, if he keeps his promise, send a unit. Thus, Russia might write to Turkey
offering to make the Black Sea and Armenia a "DMZ", and England and France
frequently start the game with promises to keep the English Channel as one.
- ZR
- See The Zine Register.