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Dc 298 Fall 04 adjucation - untitled36   (Feb 01, 2010, 1:13 pm)
That was the spring 04 adjucation. I'm sure you all picked up on that, but I wanted to clarify. Sorry!

John


From: untitled36-at-hotmail.com
To: alley_cat_1990-at-hotmail.com; clarklandry-at-gmail.com; gbimmerle-at-gmail.com; mruhlen-at-hotmail.com; nick.s.powell-at-gmail.com; rbristol-at-cogeco.ca; dmg-at-earthlink.net; blitz-at-diplomaticcorp.com
Subject: Dc 298 Fall 04 adjucation
Date: Mon, 1 Feb 2010 07:33:14 -0600

.ExternalClass .ecxhmmessage P {padding:0px;} .ExternalClass body.ecxhmmessage {font-size:10pt;font-family:Verdana;} Hey all,

The NMR roulette wheel apparently stopped on Germany this turn, as I received nothing from him.

In other news, Austria is ousted from Venice while also moving in for the (apparent) kill vs russia. The West remains fairly unchanged, with no centers changing hands on that side from the very beginning of the game. It'll be interesting to see what fall brings in both sides of the board!

Austria can only retreat Trieste so I auto-retreated there. If you'd rather go OTB, let me know by 7:00 AM CST tomorrow. Either way, fall orders are due Thursday at 7:00 AM CST (1:00 PM GMT).

John



Austria:
A Rumania Supports A Sevastopol
A Serbia - Budapest
A Trieste - Tyrolia
A Ukraine Supports A Vienna - Galicia (*Cut*)
F Venice Hold (*Dislodged*)
A Vienna - Galicia

England:
F Edinburgh - North Sea
A Liverpool - Wales
F London Supports F Edinburgh - North Sea
F Norwegian Sea - Norway
F Sweden - Baltic Sea

France:
F Belgium - English Channel
A Brest - Picardy
A Burgundy - Belgium
F English Channel - Mid-Atlantic Ocean
A Paris - Burgundy
A Piedmont Supports A Apulia - Venice

Germany:
F Denmark, no move received
F Helgoland Bight, no move received
A Holland, no move received
A Munich, no move received
A Silesia, no move received

Italy:
A Apulia - Venice
F Ionian Sea - Adriatic Sea
F Tunis - Tyrrhenian Sea

Russia:
F Black Sea - Sevastopol (*Fails*)
A Moscow - Ukraine (*Bounce*)
A Warsaw - Ukraine (*Bounce*)

Turkey:
A Ankara - Constantinople
A Bulgaria Supports F Greece
F Constantinople - Aegean Sea
F Greece Supports F Constantinople - Aegean Sea
A Sevastopol Supports A Ukraine - Moscow (*Void*)
F Smyrna - Eastern Mediterranean


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[Reply]

DC300 - 1901 Fall - adjudication - bielf11   (Feb 01, 2010, 12:48 pm)
Fall 1901: "Was it something I said? Or perhaps didn't say?"
Rumors are flying that the Austrian emperor has gathered all his advisors demanding what has transpired that caused such a massive attack by no less than 3 Powers. Heads are expected to roll.
 
It was by luck, or was it insight, that the Austrians ordered the fleet in the Adriatic to support the Viennese army to Triest and so bounced the joint German/Italian invasion. Had it not been, Austria would have been in a difficult position. Not that it can sit back and relax in 1902 as its neighboring Powers have grown and are closing in.
 
France and England apparently have a disagreement on who's entitled to Belgium.
And Turkey and Russia still dispute the Black Sea.
 
Now Winter has fallen and it's time to rejuvenate the forces.
 
Orders
-------------
Austria:
F Adriatic Sea Supports A Vienna - Trieste
A Budapest - Serbia (*Bounce*)
A Vienna - Trieste (*Bounce*)
 
England:
A Edinburgh - Belgium (*Bounce*)
F North Sea Convoys A Edinburgh - Belgium
F Norwegian Sea - Norway
 
France:
A Burgundy - Belgium (*Bounce*)
F Mid-Atlantic Ocean - Spain(sc)
A Spain - Portugal
 
Germany:
F Denmark Hold
A Kiel - Holland
A Tyrolia Supports A Venice - Trieste
 
Italy:
A Apulia - Greece
F Ionian Sea Convoys A Apulia - Greece
A Venice - Trieste (*Bounce*)
 
Russia:
F Gulf of Bothnia - Sweden
F Sevastopol - Black Sea (*Bounce*)
A Ukraine - Rumania
A Warsaw - Galicia
 
Turkey:
F Ankara - Black Sea (*Bounce*)
A Bulgaria - Serbia (*Bounce*)
A Constantinople - Bulgaria (*Fails*)
 
Maps and DPY file are attached.
 
Builds/disbands
--------------------------- 
Austria:   Supp  3 Unit  3 Build  0
England:   Supp  4 Unit  3 Build  1
France:    Supp  5 Unit  3 Build  2
Germany:   Supp  5 Unit  3 Build  2
Italy:     Supp  4 Unit  3 Build  1
Russia:    Supp  6 Unit  4 Build  2
Turkey:    Supp  4 Unit  3 Build  1


Deadline for builds is Wednesday, Feb 3 at 17:00 GMT. If no build orders are received, it will result in a NBR for that Power. If you decide not to build on purpose, I need to know that to distinguish between a NBR and a decision not-to-build. Looking ahead at Spring 1902: orders are due on Monday, Feb 8 at 17:00 GMT.
 
Your GM
 

[Reply]

DC 293: S1904 Adjudication - AceRimmer   (Feb 01, 2010, 10:26 am)
Austria may be gone, but that doesn't mean his home centers are not still hotly contested. Holy sites always are. New units move into each center (and the one unit that started the season there gets booted).

There was a lot of activity on the board this season, including countermarches and a 2-fleet convoy. I'd say all in all that it's shaping up for a pretty exciting, perhaps dramatic Fall 1904. My forecast? There will be blood; lots of blood. Or, it could fizzle like the Seinfeld finale. To quote the American from the musical Chess: "Thank God I'm only watching the game -- controlling it". I leave the ultimate test of cerebral fitness to you.

Two retreats! Orders required from: Germany (optional for Italy).

The Italian army in Trieste will retreat to Tyrolia unless ordered to disband.

The German navy in Denmark may retreat to Helgoland Bight, Skagerrak, or off the board.

I will process S1904R tomorrow at 10:00 a.m. CST.

S1904 Adjudication:

England:
F Belgium Supports F Holland (*Cut*)
A Edinburgh - Yorkshire
F Holland Supports F Belgium
F London - North Sea
F North Sea - Denmark
A Norway Hold

France:
A Burgundy - Belgium (*Fails*)
A Marseilles Supports F Spain(sc)
F Mid-Atlantic Ocean - Irish Sea
A Picardy Supports A Burgundy - Belgium
F Spain(sc) Supports A Marseilles

Germany:
F Denmark - Baltic Sea (*Dislodged*)
A Kiel - Denmark (*Fails*)
A Munich - Silesia
A Silesia - Prussia

Italy:
A Bohemia - Vienna
F Gulf of Lyon - Tyrrhenian Sea
A Trieste Supports A Bohemia - Vienna (*Dislodged*)
A Tyrolia - Venice
F Tyrrhenian Sea - Naples
F Western Mediterranean - Tunis

Russia:
A Galicia - Budapest
F Gulf of Bothnia - Baltic Sea (*Bounce*)
A Moscow - Warsaw
F Rumania Hold
A Serbia Supports A Albania - Trieste
A St Petersburg Hold
F Sweden Supports F North Sea - Denmark
A Warsaw - Galicia

Turkey:
F Adriatic Sea Supports A Albania - Trieste
F Aegean Sea Convoys A Bulgaria - Apulia
A Albania - Trieste
A Bulgaria - Apulia
F Ionian Sea Convoys A Bulgaria - Apulia

[Reply]

Dc221 GM Wrap Email 2 - former.trout   (Feb 01, 2010, 8:40 am)
Thats irony for you...

I helped destroy the key that I was looking for all game.  *sigh*


Thanks for the wrap-up Penger!  I thoroughly enjoyed this game and relished my role of being the cranky old miser up north.  


Might write an EOG later tonight.  Cheers!


Evil Others Trout

On Sun, Jan 31, 2010 at 3:18 AM, Stephen Lytton <stevelytton-at-hotmail.com ([email]stevelytton-at-hotmail.com[/email])> wrote:

sorry about the stuff up. Okay email 3 just contained the end of game map.
 
Email 2 should have finished like this
 
The KEY and the Orchid were 2 of the mysteries that came out late in the game. The Orchid was locked (i was initially deciding on the ability it would give and eventually set on a computer that would answer questions about the game) However i wanted it to come out late in the game so put the key in the polar bear CAVE (near Widmore). However Fredrik missed the key when he found the cave (random chance he was unlucky) and mike found it. Then mike disbanded that man, allowing jorge to find it. Because of the teleport thing, Jorge knew what it was for and asked the right questions of me to get some answers. He co-ordinated moves with Frank to transport the key up. however there was an intense fleet battle an drew-trout destroyed the fleet carrying the key without even knowing it was there. They were unlucky that the random chance of them knowing the key was there failed and the random chance of getting the key failed. So i reset the key in the cave which matthew had controlled in the interim. however no-one sent a man near the cave for the rest of the game.


Stephen  Lytton
Are you coming to the World Diplomacy Championship in Sydney 2011? Ask me how....
 

 
 



 

From: stevelytton-at-hotmail.com ([email]stevelytton-at-hotmail.com[/email])
To: former.trout-at-gmail.com ([email]former.trout-at-gmail.com[/email]); sam_buck_productions-at-me.com ([email]sam_buck_productions-at-me.com[/email]); drew3739o-at-yahoo.com ([email]drew3739o-at-yahoo.com[/email]); rocketship.rocketship-at-gmail.com ([email]rocketship.rocketship-at-gmail.com[/email]); msims-at-wellsgardner.com ([email]msims-at-wellsgardner.com[/email]); fredrik-at-familjenblom.se ([email]fredrik-at-familjenblom.se[/email]); bielschowsky.f-at-gmail.com ([email]bielschowsky.f-at-gmail.com[/email]); jmsaralegui-at-gmail.com ([email]jmsaralegui-at-gmail.com[/email])
CC: dc221-at-diplomaticcorp.com ([email]dc221-at-diplomaticcorp.com[/email]); kielmarch-at-hotmail.com ([email]kielmarch-at-hotmail.com[/email]); stevelytton-at-hotmail.com ([email]stevelytton-at-hotmail.com[/email])
Subject: Dc221 GM Wrap Email 2
Date: Sun, 31 Jan 2010 20:15:27 +1100


Okay. Some other aspects
 
RULES
Most of you encountered all the rules of the game as you went along. There were 10 rules. I have attached the rules if you wanted to read them.
 
Rule 6 (that Mike and Fredrik) missed was encountering the edge of the map
Rule 8 (that everyone was missing except Jorge) was about the dual coast abilities but i didnt check the map clearly and the only one of these was on Jorge's island.
Rule 10 was both about the monster and the Teleporting.
 
The Monster (released by Matthew) wandered the map moving 2 spaces each season. When it encountered someone it basically stopped them moving. Matthew's advantage was that while he had a person at the Temple SC, he could see where the monster had travelled allowing him to see more of the map.
 
The Cabin (in the south east), had the ability to teleport out a person if they were 'threatened'. This happened to Jorge early in the game, teleporting to the north and into an area I would assume Trout thought was safe..alowing Jorge to contact trout, steal a SC and constantly annoy trout by claiming he came out of the well. Fredrick was the second person teleported but was only teleported a short difference so he was close to Mike's SC. The person teleported would go to any empty space that was NOT seen by another player.
 
A lot of the special SC had the abilities of either letting them see the status of other SC, or passing on radio messages (Underutilized i thought...). I've attached the 2 documents if you wanted to read them.
 
The Tempest station (controlled by Fredrick for most of the game) basically allowed Fredrick to see people coming to attack him. I dont know how useful this was.
 
The KEY and the Orchid were 2 of the mysteries that came out late in the game. The Orchid was locked (i was initially deciding on the ability it would give and eventually set on a computer that would answer questions about th
 
 
 
Stephen  Lytton
Are you coming to the World Diplomacy Championship in Sydney 2011? Ask me how....
 

 
 



Sell your old one fast! Time for a new car?


Learn how Video chat with Windows Live Messenger

[Reply]

Dc 299: Winter 1903 Adjudication - PeaceWithHonor   (Feb 01, 2010, 7:32 am)
Attached map and map on site show Fleet in Finland -- text below indicates it was disbanded. Please clarify and happy birthday.


From: Alan Farrington <alley_cat_1990-at-hotmail.com>
To: Dc 299 <blitz-at-diplomaticcorp.com>; tim_crosby-at-hotmail.com; rodtheworm-at-hotmail.com; hurup-at-pc.dk; ecbrown88-at-yahoo.com; githraine-at-yahoo.com; aefgirt7-at-yahoo.com; jehannum_raver-at-yahoo.com
Sent: Fri, January 29, 2010 5:58:51 PM
Subject: Dc 299: Winter 1903 Adjudication

.hmmessage P {margin:0px;padding:0px;} body.hmmessage {font-size:10pt;font-family:Verdana;} Hello Again Everybody,
Here's your winter Adjudication The people of Britain work overtime to build up 3 new fleets in the British Isles.

Next Deadline:
Spring 1903 is due Monday February 1st at Midnight GMT (7:00pm EST)


Orders:
England:
Build F Edinburgh
Build F Liverpool
Build F London

Germany:
Remove A Munich
Remove F Finland



Ownership of Supply Centers:

Austria: Budapest, Greece, Rumania, Serbia, Trieste, Vienna.
England: Belgium, Edinburgh, Liverpool, London, Norway, St
Petersburg.
France: Brest, Marseilles, Paris, Portugal, Spain.
Germany: Berlin, Denmark, Holland, Kiel, Munich.
Italy: Naples, Rome, Tunis, Venice.
Russia: Moscow, Sevastopol, Warsaw.
Turkey: Ankara, Bulgaria, Constantinople, Smyrna.
Unowned: Sweden.



Players:
Austria: Timothy Crosby ( tim_crosby-at-hotmail.com )
England: Ross Webb ( rodtheworm-at-hotmail.com )
France: Jason K ( Githraine-at-yahoo.com )
Germany: Paul Russell ( jehannum_raver-at-yahoo.com )
Italy: Poul Hurup ( hurup-at-pc.dk )
Russia: Eric Brown ( ecbrown88-at-yahoo.com )
Turkey: Dan Huck ( aefgirt7-at-yahoo.com )

Your Humble GM,
Alan Farrington
Hotmail: Free, trusted and rich email service. Get it now.

[Reply]

Dc 298 Fall 04 adjucation - untitled36   (Feb 01, 2010, 7:32 am)
Hey all,

The NMR roulette wheel apparently stopped on Germany this turn, as I received nothing from him.

In other news, Austria is ousted from Venice while also moving in for the (apparent) kill vs russia. The West remains fairly unchanged, with no centers changing hands on that side from the very beginning of the game. It'll be interesting to see what fall brings in both sides of the board!

Austria can only retreat Trieste so I auto-retreated there. If you'd rather go OTB, let me know by 7:00 AM CST tomorrow. Either way, fall orders are due Thursday at 7:00 AM CST (1:00 PM GMT).

John



Austria:
A Rumania Supports A Sevastopol
A Serbia - Budapest
A Trieste - Tyrolia
A Ukraine Supports A Vienna - Galicia (*Cut*)
F Venice Hold (*Dislodged*)
A Vienna - Galicia

England:
F Edinburgh - North Sea
A Liverpool - Wales
F London Supports F Edinburgh - North Sea
F Norwegian Sea - Norway
F Sweden - Baltic Sea

France:
F Belgium - English Channel
A Brest - Picardy
A Burgundy - Belgium
F English Channel - Mid-Atlantic Ocean
A Paris - Burgundy
A Piedmont Supports A Apulia - Venice

Germany:
F Denmark, no move received
F Helgoland Bight, no move received
A Holland, no move received
A Munich, no move received
A Silesia, no move received

Italy:
A Apulia - Venice
F Ionian Sea - Adriatic Sea
F Tunis - Tyrrhenian Sea

Russia:
F Black Sea - Sevastopol (*Fails*)
A Moscow - Ukraine (*Bounce*)
A Warsaw - Ukraine (*Bounce*)

Turkey:
A Ankara - Constantinople
A Bulgaria Supports F Greece
F Constantinople - Aegean Sea
F Greece Supports F Constantinople - Aegean Sea
A Sevastopol Supports A Ukraine - Moscow (*Void*)
F Smyrna - Eastern Mediterranean

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[Reply]

Dc 298 Fall 04 adjucation (Winter Blitz) untitled36 Feb 01, 01:13 pm
That was the spring 04 adjucation. I'm sure you all picked up on that, but I wanted to clarify. Sorry!

John


From: untitled36-at-hotmail.com
To: alley_cat_1990-at-hotmail.com; clarklandry-at-gmail.com; gbimmerle-at-gmail.com; mruhlen-at-hotmail.com; nick.s.powell-at-gmail.com; rbristol-at-cogeco.ca; dmg-at-earthlink.net; blitz-at-diplomaticcorp.com
Subject: Dc 298 Fall 04 adjucation
Date: Mon, 1 Feb 2010 07:33:14 -0600

.ExternalClass .ecxhmmessage P {padding:0px;} .ExternalClass body.ecxhmmessage {font-size:10pt;font-family:Verdana;} Hey all,

The NMR roulette wheel apparently stopped on Germany this turn, as I received nothing from him.

In other news, Austria is ousted from Venice while also moving in for the (apparent) kill vs russia. The West remains fairly unchanged, with no centers changing hands on that side from the very beginning of the game. It'll be interesting to see what fall brings in both sides of the board!

Austria can only retreat Trieste so I auto-retreated there. If you'd rather go OTB, let me know by 7:00 AM CST tomorrow. Either way, fall orders are due Thursday at 7:00 AM CST (1:00 PM GMT).

John



Austria:
A Rumania Supports A Sevastopol
A Serbia - Budapest
A Trieste - Tyrolia
A Ukraine Supports A Vienna - Galicia (*Cut*)
F Venice Hold (*Dislodged*)
A Vienna - Galicia

England:
F Edinburgh - North Sea
A Liverpool - Wales
F London Supports F Edinburgh - North Sea
F Norwegian Sea - Norway
F Sweden - Baltic Sea

France:
F Belgium - English Channel
A Brest - Picardy
A Burgundy - Belgium
F English Channel - Mid-Atlantic Ocean
A Paris - Burgundy
A Piedmont Supports A Apulia - Venice

Germany:
F Denmark, no move received
F Helgoland Bight, no move received
A Holland, no move received
A Munich, no move received
A Silesia, no move received

Italy:
A Apulia - Venice
F Ionian Sea - Adriatic Sea
F Tunis - Tyrrhenian Sea

Russia:
F Black Sea - Sevastopol (*Fails*)
A Moscow - Ukraine (*Bounce*)
A Warsaw - Ukraine (*Bounce*)

Turkey:
A Ankara - Constantinople
A Bulgaria Supports F Greece
F Constantinople - Aegean Sea
F Greece Supports F Constantinople - Aegean Sea
A Sevastopol Supports A Ukraine - Moscow (*Void*)
F Smyrna - Eastern Mediterranean


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DC 298 Fall 04 Adjucation (Winter Blitz) untitled36 Feb 04, 08:01 am
Hey all,

Interesting turn! In the east, Austria is under attack from all sides, as france, italy and Turkey all clamor for a piece of the pie. In the west, after a lot of manuvering but little open conflict, first blood is drawn. Germany and England swap centers in scandanavia, but the English come out on top as they also nab st. pete.

One side note as your friendly neighborhood GM. There have been several poorly written orders coming in the past couple of turns. Based on the 4th edition rules (avalon hill), that "a poorly written rule that has only one meaning must be followed," I have always gone ahead and adjucated the apparent intent behind the order. So, for example, England this turn ordered Nwy-stp this turn. Obviously Stp (nc) is intended, and since that order is legal and stp (sc) is not, I allowed it to go through. I've done the same with a few misabbreviated orders as well, as long as there was only one possible move for them. For example, F ska-Nor would fail, because Nor could mean either North Sea or Norway. However, if we had F Swe-Nor, I'd grudgingly give the player the move, since sweden can only legally move to Norway of the possible "Nor" locations. Likewise, F Mao-Spa would fail, because F Mao could move to either coast. Long story short, I'll interpret your moves if it is abundantly clear what the meaning is and you get the abreviations somewhat close, but checking those abbreviations, or writing it out helps me out a lot! (One final note, I believe a few turns ago we had "Mun-War" when the unit was not in mun, but sil. If the province is wrong, I'm not going to correct that. You're on your on for that one.)

Ok, enough talk, let's get on with the orders! We do have one retreat, A trl, that can retreat to Boh or Vie (or OTB). Of course, Retreats/Builds are 9:00 AM CST, (15:00 GMT)

Austria:
A Budapest Supports F Trieste
A Galicia - Warsaw (*Fails*)
A Rumania Supports A Sevastopol (*Ordered to Move*)
F Trieste Supports A Tyrolia - Venice (*Cut*)
A Tyrolia - Venice (*Dislodged*)
A Ukraine - Moscow (*Fails*)

England:
F Baltic Sea Supports F North Sea - Denmark
F London - North Sea
F North Sea - Denmark
F Norway - St Petersburg(nc)
A Wales - London

France:
A Belgium Supports A Burgundy - Ruhr
A Burgundy - Ruhr
F English Channel Supports A Belgium
F Mid-Atlantic Ocean Supports F English Channel
A Picardy Supports A Belgium
A Piedmont - Tyrolia

Germany:
F Denmark - Sweden
F Helgoland Bight - Kiel
A Holland - Ruhr (*Bounce*)
A Munich - Ruhr (*Bounce*)
A Silesia - Berlin

Italy:
F Adriatic Sea - Trieste (*Fails*)
F Tyrrhenian Sea - Ionian Sea (*Fails*)
A Venice Supports A Piedmont - Tyrolia

Russia:
F Black Sea - Sevastopol (*Fails*)
A Moscow - Ukraine (*Bounce*)
A Warsaw - Ukraine (*Bounce*)

Turkey:
F Aegean Sea Supports F Eastern Mediterranean - Ionian Sea
A Bulgaria - Serbia
A Constantinople - Bulgaria
F Eastern Mediterranean - Ionian Sea
F Greece Supports F Eastern Mediterranean - Ionian Sea
A Sevastopol - Rumania (*Fails*)

So Builds/Removals are as follows:

Ownership:
Austria: Budapest, Rumania, Trieste, Vienna.
England: Denmark, Edinburgh, Liverpool, London, Norway, St Petersburg.
France: Belgium, Brest, Marseilles, Paris, Portugal, Spain.
Germany: Berlin, Holland, Kiel, Munich, Sweden.
Italy: Naples, Rome, Tunis, Venice.
Russia: Moscow, Warsaw.
Turkey: Ankara, Bulgaria, Constantinople, Greece, Serbia, Sevastopol, Smyrna.

Adjustments:
Austria: Supp 4 Unit 6 Remove 2 (Or 1 if Trl retreats OTB)
England: Supp 6 Unit 5 Build 1
France: Supp 6 Unit 6 Build 0
Germany: Supp 5 Unit 5 Build 0
Italy: Supp 4 Unit 3 Build 1
Russia: Supp 2 Unit 3 Remove 1
Turkey: Supp 7 Unit 6 Build 1


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DC 298 Fall 04 Adjucation (Winter Blitz) untitled36 Feb 05, 09:14 am
Austria retreats Trl OTB. The remainder of the builds/removals are below. S05 is Monday at 7:00 AM CST (1:00 PM GMT)

Thanks,
John


Austria:
Remove F Trieste

England:
Build F Liverpool

Italy:
Build F Naples

Russia:
Remove F Black Sea

Turkey:
Build F Ankara

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dc249 s04 Monday! - FuzzyLogic   (Jan 31, 2010, 8:41 pm)
Hey all, just a heads up that I’ll be doing your Monday turn too. That’s tomorrow (Monday), 2pm Central.
If you’ve sent orders to the orders box that’s great I’ll get them there, if not then be sure to forward them to me or orders by then.
Thanks!
-mike


Once again Christine asked these be sent at 2pm today...



RETREATS:

Turkey: Remove A Bulgaria

BUILDS:

Italy: Remove F Western Mediterranean

Russia: Build A Sevastopol

Turkey: Build F Constantinople



That's it!

Spring 04 is due Monday 2pm Central.



Enjoy,

-mike

[Reply]

DC 298 deadline - untitled36   (Jan 31, 2010, 7:48 pm)
Hey all,

You have about 11 hours. Just saying. Smile

john

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[Reply]

DC 298 Deadline (Winter Blitz) untitled36 Feb 10, 10:43 pm
I've been emailing you guys a lot this week with the normal adjucations, retreats, and my goof-up, but even with all that, I think I am still missing a set or two of moves. So send em in if you haven't got an acknowledgement. It's down to the wire with about 8 hours left till deadline.

John

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DC 298 Deadline (Winter Blitz) AlanRFarrington Feb 10, 10:55 pm
unless your not friendly towards Italy, in which case go ahead and slack off for a couple of turns.

From: untitled36-at-hotmail.com
To: blitz-at-diplomaticcorp.com; alley_cat_1990-at-hotmail.com; rbristol-at-cogeco.ca; clarklandry-at-gmail.com; dmg-at-earthlink.net; nick.s.powell-at-gmail.com; mruhlen-at-hotmail.com; gbimmerle-at-gmail.com; orders-at-diplomaticcorp.com
Subject: DC 298 Deadline
Date: Wed, 10 Feb 2010 22:43:51 -0600

.ExternalClass .ecxhmmessage P {padding:0px;} .ExternalClass body.ecxhmmessage {font-size:10pt;font-family:Verdana;} I've been emailing you guys a lot this week with the normal adjucations, retreats, and my goof-up, but even with all that, I think I am still missing a set or two of moves. So send em in if you haven't got an acknowledgement. It's down to the wire with about 8 hours left till deadline.

John


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DC 285: Fall 299 Results - blueraider0 at gmail.com   (Jan 31, 2010, 5:55 pm)
Results are in, and what an exciting game this suddenly is!
 
Rome:
F Adriatic Sea - Dalmatia (*Fails*)
A Etruria - Massilia (*Fails*)
F Neapolis - Sicilia
A Roma Hold
F Tyrrhenean Sea Supports F Neapolis - Sicilia
A Vindobona Supports F Adriatic Sea - Dalmatia
Carthage:
F Berber Sea Convoys A Mauretania - Massilia
F Ligurian Sea Convoys A Mauretania - Massilia
A Mauretania - Massilia
F Punic Sea Convoys A Thapsus - Sardinia
A Tarraconensis Supports A Mauretania - Massilia
A Thapsus - Sardinia
Persia:
A Armenia - Sinope
A Cappadocia Supports A Armenia - Sinope
F Cilician Strait - Miletus
F Cyprus - Cilician Strait
A Dacia - Byzantium (*Bounce*)
A Tyre Hold
Greece:
F Aegean Sea - Byzantium (*Bounce*)
F Byzantium - Black Sea
A Dalmatia Supports A Illyria (*Cut*)
A Galatia - Miletus (*Fails*)
A Illyria Supports A Dalmatia
F Athens(ec) - Macedonia
Egypt:
A Cyrene Hold
F Gulf of Pelusium - Egyptian Sea
F Libyan Sea - Messenian Sea
A Marmarica Hold
F Minoan Sea Supports F Cilician Strait - Miletus
A Petra - Jerusalem

 
Map is attached.  Check for errors.  Winter builds/disbands are
 
Rome must disband 1
Carthage may build 1
Persia may build 2
Greece must disband 1
Egypt may build 2
 
Builds/disbands are due Wed Feb 3rd at 5:00 PM, but I'll adjud earlier IF I have ALL orders AND every order has FINAL in the subject.  Recall, this winter build is 298 BC.

--
"It's like in the great stories, Mr. Frodo. The ones that really mattered. Full of darkness and danger they were. and sometimes you didn't want to know the end because how could the end be happy? How could the world go back to the way it was when so much bad had happened? But in the end, it's only a passing thing. The shadow, even the darkness must pass. A new day will come. And when the sun shines it will shine out the clearer. Those were the stories that stayed with you - That meant something. Even if you were too small to understand why. But I think, Mr. Frodo, I do understand. I know now. Folk in those stories had lots of chances of turning back only they didn't. They kept going because they were holding onto something."
"What are we holding onto, Sam?"
"That there's some good in this world, Mr. Frodo. And it's worth fighting for."

[Reply]

DC261 - Spring 1910 Results - aramis604   (Jan 31, 2010, 12:55 pm)
Here are the Spring 1910 results. Only one retreat needed.

************************
French A Burgundy can retreat to Picardy or Belgium or Ruhr.

Summer 1910 is due Monday February 1st by 9pm Pacific Time.
************************


Austria:
A Berlin - Kiel (*Fails*)
A Bohemia - Munich
A Budapest - Vienna
A Kiel - Ruhr (*Disbanded*)
A Livonia - St Petersburg (*Fails*)
A Moscow Supports A Livonia - St Petersburg (*Fails*)
A Munich - Burgundy
A Sevastopol - Armenia (*Bounce*)
A Silesia - Berlin (*Fails*)
A St Petersburg - Finland (*Fails*)
A Vienna - Bohemia

England:
F London - English Channel
F North Atlantic Ocean - Mid-Atlantic Ocean (*Bounce*)

France:
A Burgundy - Munich (*Dislodged*)
F Irish Sea Supports F North Atlantic Ocean - Mid-Atlantic Ocean
F North Sea - Norway
A Paris - Gascony (*Bounce*)

Germany:
A Denmark Supports A Ruhr - Kiel
A Finland Supports F North Sea - Norway (*Cut*)
A Holland Supports A Ruhr - Kiel
A Ruhr - Kiel

Italy:
F Aegean Sea Hold
A Marseilles Supports A Munich - Burgundy
F Naples - Tyrrhenian Sea
A Piedmont Hold
F Portugal Supports F Western Mediterranean - Mid-Atlantic Ocean
F Rome - Tuscany
A Smyrna - Armenia (*Bounce*)
A Spain - Gascony (*Bounce*)
F Tunis - North Africa
A Tyrolia Supports A Bohemia - Munich
F Western Mediterranean - Mid-Atlantic Ocean (*Bounce*)


- Josh

[Reply]

dc294 Spring reminder - notasb   (Jan 31, 2010, 6:36 am)
.hmmessage P {margin:0px;padding:0px;} body.hmmessage {font-size:10pt;font-family:Verdana;}
Spring '04 is due Monday Feb 1st 2 PM CST (GMT -5) 2000 GMT

If I haven't acknowledged your orders I haven't received them.

Remember to CC your orders to orders-at-diplomaticcorp.com

I expect to be here tomorrow at 2 in order to adjudicate but it is not guaranteed. My Father in law's health is deteriorating and they have yet to figure out why.

Christine

------------

History teaches us that many nations behave wisely once they have exhausted all other alternatives. - Abba Eban


Hotmail: Powerful Free email with security by Microsoft. Get it now.

[Reply]

Dc221 GM Wrap Email 2 - deathblade_penguin   (Jan 31, 2010, 4:18 am)
sorry about the stuff up. Okay email 3 just contained the end of game map.

Email 2 should have finished like this

The KEY and the Orchid were 2 of the mysteries that came out late in the game. The Orchid was locked (i was initially deciding on the ability it would give and eventually set on a computer that would answer questions about the game) However i wanted it to come out late in the game so put the key in the polar bear CAVE (near Widmore). However Fredrik missed the key when he found the cave (random chance he was unlucky) and mike found it. Then mike disbanded that man, allowing jorge to find it. Because of the teleport thing, Jorge knew what it was for and asked the right questions of me to get some answers. He co-ordinated moves with Frank to transport the key up. however there was an intense fleet battle an drew-trout destroyed the fleet carrying the key without even knowing it was there. They were unlucky that the random chance of them knowing the key was there failed and the random chance of getting the key failed. So i reset the key in the cave which matthew had controlled in the interim. however no-one sent a man near the cave for the rest of the game.


Stephen Lytton
Are you coming to the World Diplomacy Championship in Sydney 2011? Ask me how....








From: stevelytton-at-hotmail.com
To: former.trout-at-gmail.com; sam_buck_productions-at-me.com; drew3739o-at-yahoo.com; rocketship.rocketship-at-gmail.com; msims-at-wellsgardner.com; fredrik-at-familjenblom.se; bielschowsky.f-at-gmail.com; jmsaralegui-at-gmail.com
CC: dc221-at-diplomaticcorp.com; kielmarch-at-hotmail.com; stevelytton-at-hotmail.com
Subject: Dc221 GM Wrap Email 2
Date: Sun, 31 Jan 2010 20:15:27 +1100

.ExternalClass .ecxhmmessage P {padding:0px;} .ExternalClass body.ecxhmmessage {font-size:10pt;font-family:Verdana;} Okay. Some other aspects

RULES
Most of you encountered all the rules of the game as you went along. There were 10 rules. I have attached the rules if you wanted to read them.

Rule 6 (that Mike and Fredrik) missed was encountering the edge of the map
Rule 8 (that everyone was missing except Jorge) was about the dual coast abilities but i didnt check the map clearly and the only one of these was on Jorge's island.
Rule 10 was both about the monster and the Teleporting.

The Monster (released by Matthew) wandered the map moving 2 spaces each season. When it encountered someone it basically stopped them moving. Matthew's advantage was that while he had a person at the Temple SC, he could see where the monster had travelled allowing him to see more of the map.

The Cabin (in the south east), had the ability to teleport out a person if they were 'threatened'. This happened to Jorge early in the game, teleporting to the north and into an area I would assume Trout thought was safe..alowing Jorge to contact trout, steal a SC and constantly annoy trout by claiming he came out of the well. Fredrick was the second person teleported but was only teleported a short difference so he was close to Mike's SC. The person teleported would go to any empty space that was NOT seen by another player.

A lot of the special SC had the abilities of either letting them see the status of other SC, or passing on radio messages (Underutilized i thought...). I've attached the 2 documents if you wanted to read them.

The Tempest station (controlled by Fredrick for most of the game) basically allowed Fredrick to see people coming to attack him. I dont know how useful this was.

The KEY and the Orchid were 2 of the mysteries that came out late in the game. The Orchid was locked (i was initially deciding on the ability it would give and eventually set on a computer that would answer questions about th



Stephen Lytton
Are you coming to the World Diplomacy Championship in Sydney 2011? Ask me how....







Sell your old one fast! Time for a new car? Learn how Video chat with Windows Live Messenger

[Reply]

Dc221 GM Wrap Email 3 - deathblade_penguin   (Jan 31, 2010, 3:23 am)
Also

when i update the site, you'll be able to slideshow the entire game.


Stephen Lytton
Are you coming to the World Diplomacy Championship in Sydney 2011? Ask me how....








From: stevelytton-at-hotmail.com
To: former.trout-at-gmail.com; sam_buck_productions-at-me.com; drew3739o-at-yahoo.com; rocketship.rocketship-at-gmail.com; msims-at-wellsgardner.com; fredrik-at-familjenblom.se; bielschowsky.f-at-gmail.com; jmsaralegui-at-gmail.com
CC: dc221-at-diplomaticcorp.com; kielmarch-at-hotmail.com; stevelytton-at-hotmail.com
Subject: Dc221 GM Wrap Email 3
Date: Sun, 31 Jan 2010 20:17:51 +1100

.ExternalClass .ecxhmmessage P {padding:0px;} .ExternalClass body.ecxhmmessage {font-size:10pt;font-family:Verdana;} Okay. Some other aspects

RULES
Most of you encountered all the rules of the game as you went along. There were 10 rules. I have attached the rules if you wanted to read them.

Rule 6 (that Mike and Fredrik) missed was encountering the edge of the map
Rule 8 (that everyone was missing except Jorge) was about the dual coast abilities but i didnt check the map clearly and the only one of these was on Jorge's island.
Rule 10 was both about the monster and the Teleporting.

The Monster (released by Matthew) wandered the map moving 2 spaces each season. When it encountered someone it basically stopped them moving. Matthew's advantage was that while he had a person at the Temple SC, he could see where the monster had travelled allowing him to see more of the map.

The Cabin (in the south east), had the ability to teleport out a person if they were 'threatened'. This happened to Jorge early in the game, teleporting to the north and into an area I would assume Trout thought was safe..alowing Jorge to contact trout, steal a SC and constantly annoy trout by claiming he came out of the well. Fredrick was the second person teleported but was only teleported a short difference so he was close to Mike's SC. The person teleported would go to any empty space that was NOT seen by another player.

A lot of the special SC had the abilities of either letting them see the status of other SC, or passing on radio messages (Underutilized i thought...). I've attached the 2 documents if you wanted to read them.

The Tempest station (controlled by Fredrick for most of the game) basically allowed Fredrick to see people coming to attack him. I dont know how useful this was.

The KEY and the Orchid were 2 of the mysteries that came out late in the game. The Orchid was locked (i was initially deciding on the ability it would give and eventually set on a computer that would answer questions about th



Stephen Lytton
Are you coming to the World Diplomacy Championship in Sydney 2011? Ask me how....







If It Exists, You'll Find it on SEEK Shopping Trolley Mechanic Start searching NOW! Search for properties that match your lifestyle!

[Reply]

Dc221 GM Wrap Email 3 - deathblade_penguin   (Jan 31, 2010, 3:17 am)
Okay. Some other aspects

RULES
Most of you encountered all the rules of the game as you went along. There were 10 rules. I have attached the rules if you wanted to read them.

Rule 6 (that Mike and Fredrik) missed was encountering the edge of the map
Rule 8 (that everyone was missing except Jorge) was about the dual coast abilities but i didnt check the map clearly and the only one of these was on Jorge's island.
Rule 10 was both about the monster and the Teleporting.

The Monster (released by Matthew) wandered the map moving 2 spaces each season. When it encountered someone it basically stopped them moving. Matthew's advantage was that while he had a person at the Temple SC, he could see where the monster had travelled allowing him to see more of the map.

The Cabin (in the south east), had the ability to teleport out a person if they were 'threatened'. This happened to Jorge early in the game, teleporting to the north and into an area I would assume Trout thought was safe..alowing Jorge to contact trout, steal a SC and constantly annoy trout by claiming he came out of the well. Fredrick was the second person teleported but was only teleported a short difference so he was close to Mike's SC. The person teleported would go to any empty space that was NOT seen by another player.

A lot of the special SC had the abilities of either letting them see the status of other SC, or passing on radio messages (Underutilized i thought...). I've attached the 2 documents if you wanted to read them.

The Tempest station (controlled by Fredrick for most of the game) basically allowed Fredrick to see people coming to attack him. I dont know how useful this was.

The KEY and the Orchid were 2 of the mysteries that came out late in the game. The Orchid was locked (i was initially deciding on the ability it would give and eventually set on a computer that would answer questions about th



Stephen Lytton
Are you coming to the World Diplomacy Championship in Sydney 2011? Ask me how....






If It Exists, You'll Find it on SEEK Shopping Trolley Mechanic

[Reply]

Dc221 GM Wrap Email 3 (dc221) deathblade_penguin Jan 31, 03:23 am
Also

when i update the site, you'll be able to slideshow the entire game.


Stephen Lytton
Are you coming to the World Diplomacy Championship in Sydney 2011? Ask me how....








From: stevelytton-at-hotmail.com
To: former.trout-at-gmail.com; sam_buck_productions-at-me.com; drew3739o-at-yahoo.com; rocketship.rocketship-at-gmail.com; msims-at-wellsgardner.com; fredrik-at-familjenblom.se; bielschowsky.f-at-gmail.com; jmsaralegui-at-gmail.com
CC: dc221-at-diplomaticcorp.com; kielmarch-at-hotmail.com; stevelytton-at-hotmail.com
Subject: Dc221 GM Wrap Email 3
Date: Sun, 31 Jan 2010 20:17:51 +1100

.ExternalClass .ecxhmmessage P {padding:0px;} .ExternalClass body.ecxhmmessage {font-size:10pt;font-family:Verdana;} Okay. Some other aspects

RULES
Most of you encountered all the rules of the game as you went along. There were 10 rules. I have attached the rules if you wanted to read them.

Rule 6 (that Mike and Fredrik) missed was encountering the edge of the map
Rule 8 (that everyone was missing except Jorge) was about the dual coast abilities but i didnt check the map clearly and the only one of these was on Jorge's island.
Rule 10 was both about the monster and the Teleporting.

The Monster (released by Matthew) wandered the map moving 2 spaces each season. When it encountered someone it basically stopped them moving. Matthew's advantage was that while he had a person at the Temple SC, he could see where the monster had travelled allowing him to see more of the map.

The Cabin (in the south east), had the ability to teleport out a person if they were 'threatened'. This happened to Jorge early in the game, teleporting to the north and into an area I would assume Trout thought was safe..alowing Jorge to contact trout, steal a SC and constantly annoy trout by claiming he came out of the well. Fredrick was the second person teleported but was only teleported a short difference so he was close to Mike's SC. The person teleported would go to any empty space that was NOT seen by another player.

A lot of the special SC had the abilities of either letting them see the status of other SC, or passing on radio messages (Underutilized i thought...). I've attached the 2 documents if you wanted to read them.

The Tempest station (controlled by Fredrick for most of the game) basically allowed Fredrick to see people coming to attack him. I dont know how useful this was.

The KEY and the Orchid were 2 of the mysteries that came out late in the game. The Orchid was locked (i was initially deciding on the ability it would give and eventually set on a computer that would answer questions about th



Stephen Lytton
Are you coming to the World Diplomacy Championship in Sydney 2011? Ask me how....







If It Exists, You'll Find it on SEEK Shopping Trolley Mechanic Start searching NOW! Search for properties that match your lifestyle!
Dc221 GM Wrap Email 2 - deathblade_penguin   (Jan 31, 2010, 3:15 am)
Okay. Some other aspects

RULES
Most of you encountered all the rules of the game as you went along. There were 10 rules. I have attached the rules if you wanted to read them.

Rule 6 (that Mike and Fredrik) missed was encountering the edge of the map
Rule 8 (that everyone was missing except Jorge) was about the dual coast abilities but i didnt check the map clearly and the only one of these was on Jorge's island.
Rule 10 was both about the monster and the Teleporting.

The Monster (released by Matthew) wandered the map moving 2 spaces each season. When it encountered someone it basically stopped them moving. Matthew's advantage was that while he had a person at the Temple SC, he could see where the monster had travelled allowing him to see more of the map.

The Cabin (in the south east), had the ability to teleport out a person if they were 'threatened'. This happened to Jorge early in the game, teleporting to the north and into an area I would assume Trout thought was safe..alowing Jorge to contact trout, steal a SC and constantly annoy trout by claiming he came out of the well. Fredrick was the second person teleported but was only teleported a short difference so he was close to Mike's SC. The person teleported would go to any empty space that was NOT seen by another player.

A lot of the special SC had the abilities of either letting them see the status of other SC, or passing on radio messages (Underutilized i thought...). I've attached the 2 documents if you wanted to read them.

The Tempest station (controlled by Fredrick for most of the game) basically allowed Fredrick to see people coming to attack him. I dont know how useful this was.

The KEY and the Orchid were 2 of the mysteries that came out late in the game. The Orchid was locked (i was initially deciding on the ability it would give and eventually set on a computer that would answer questions about th



Stephen Lytton
Are you coming to the World Diplomacy Championship in Sydney 2011? Ask me how....






Sell your old one fast! Time for a new car?

[Reply]

Dc221 GM Wrap Email 2 (dc221) deathblade_penguin Jan 31, 04:18 am
sorry about the stuff up. Okay email 3 just contained the end of game map.

Email 2 should have finished like this

The KEY and the Orchid were 2 of the mysteries that came out late in the game. The Orchid was locked (i was initially deciding on the ability it would give and eventually set on a computer that would answer questions about the game) However i wanted it to come out late in the game so put the key in the polar bear CAVE (near Widmore). However Fredrik missed the key when he found the cave (random chance he was unlucky) and mike found it. Then mike disbanded that man, allowing jorge to find it. Because of the teleport thing, Jorge knew what it was for and asked the right questions of me to get some answers. He co-ordinated moves with Frank to transport the key up. however there was an intense fleet battle an drew-trout destroyed the fleet carrying the key without even knowing it was there. They were unlucky that the random chance of them knowing the key was there failed and the random chance of getting the key failed. So i reset the key in the cave which matthew had controlled in the interim. however no-one sent a man near the cave for the rest of the game.


Stephen Lytton
Are you coming to the World Diplomacy Championship in Sydney 2011? Ask me how....








From: stevelytton-at-hotmail.com
To: former.trout-at-gmail.com; sam_buck_productions-at-me.com; drew3739o-at-yahoo.com; rocketship.rocketship-at-gmail.com; msims-at-wellsgardner.com; fredrik-at-familjenblom.se; bielschowsky.f-at-gmail.com; jmsaralegui-at-gmail.com
CC: dc221-at-diplomaticcorp.com; kielmarch-at-hotmail.com; stevelytton-at-hotmail.com
Subject: Dc221 GM Wrap Email 2
Date: Sun, 31 Jan 2010 20:15:27 +1100

.ExternalClass .ecxhmmessage P {padding:0px;} .ExternalClass body.ecxhmmessage {font-size:10pt;font-family:Verdana;} Okay. Some other aspects

RULES
Most of you encountered all the rules of the game as you went along. There were 10 rules. I have attached the rules if you wanted to read them.

Rule 6 (that Mike and Fredrik) missed was encountering the edge of the map
Rule 8 (that everyone was missing except Jorge) was about the dual coast abilities but i didnt check the map clearly and the only one of these was on Jorge's island.
Rule 10 was both about the monster and the Teleporting.

The Monster (released by Matthew) wandered the map moving 2 spaces each season. When it encountered someone it basically stopped them moving. Matthew's advantage was that while he had a person at the Temple SC, he could see where the monster had travelled allowing him to see more of the map.

The Cabin (in the south east), had the ability to teleport out a person if they were 'threatened'. This happened to Jorge early in the game, teleporting to the north and into an area I would assume Trout thought was safe..alowing Jorge to contact trout, steal a SC and constantly annoy trout by claiming he came out of the well. Fredrick was the second person teleported but was only teleported a short difference so he was close to Mike's SC. The person teleported would go to any empty space that was NOT seen by another player.

A lot of the special SC had the abilities of either letting them see the status of other SC, or passing on radio messages (Underutilized i thought...). I've attached the 2 documents if you wanted to read them.

The Tempest station (controlled by Fredrick for most of the game) basically allowed Fredrick to see people coming to attack him. I dont know how useful this was.

The KEY and the Orchid were 2 of the mysteries that came out late in the game. The Orchid was locked (i was initially deciding on the ability it would give and eventually set on a computer that would answer questions about th



Stephen Lytton
Are you coming to the World Diplomacy Championship in Sydney 2011? Ask me how....







Sell your old one fast! Time for a new car? Learn how Video chat with Windows Live Messenger
Dc221 GM Wrap Email 2 (dc221) former.trout Feb 01, 08:40 am
Thats irony for you...

I helped destroy the key that I was looking for all game.  *sigh*


Thanks for the wrap-up Penger!  I thoroughly enjoyed this game and relished my role of being the cranky old miser up north.  


Might write an EOG later tonight.  Cheers!


Evil Others Trout

On Sun, Jan 31, 2010 at 3:18 AM, Stephen Lytton <stevelytton-at-hotmail.com ([email]stevelytton-at-hotmail.com[/email])> wrote:

sorry about the stuff up. Okay email 3 just contained the end of game map.
 
Email 2 should have finished like this
 
The KEY and the Orchid were 2 of the mysteries that came out late in the game. The Orchid was locked (i was initially deciding on the ability it would give and eventually set on a computer that would answer questions about the game) However i wanted it to come out late in the game so put the key in the polar bear CAVE (near Widmore). However Fredrik missed the key when he found the cave (random chance he was unlucky) and mike found it. Then mike disbanded that man, allowing jorge to find it. Because of the teleport thing, Jorge knew what it was for and asked the right questions of me to get some answers. He co-ordinated moves with Frank to transport the key up. however there was an intense fleet battle an drew-trout destroyed the fleet carrying the key without even knowing it was there. They were unlucky that the random chance of them knowing the key was there failed and the random chance of getting the key failed. So i reset the key in the cave which matthew had controlled in the interim. however no-one sent a man near the cave for the rest of the game.


Stephen  Lytton
Are you coming to the World Diplomacy Championship in Sydney 2011? Ask me how....
 

 
 



 

From: stevelytton-at-hotmail.com ([email]stevelytton-at-hotmail.com[/email])
To: former.trout-at-gmail.com ([email]former.trout-at-gmail.com[/email]); sam_buck_productions-at-me.com ([email]sam_buck_productions-at-me.com[/email]); drew3739o-at-yahoo.com ([email]drew3739o-at-yahoo.com[/email]); rocketship.rocketship-at-gmail.com ([email]rocketship.rocketship-at-gmail.com[/email]); msims-at-wellsgardner.com ([email]msims-at-wellsgardner.com[/email]); fredrik-at-familjenblom.se ([email]fredrik-at-familjenblom.se[/email]); bielschowsky.f-at-gmail.com ([email]bielschowsky.f-at-gmail.com[/email]); jmsaralegui-at-gmail.com ([email]jmsaralegui-at-gmail.com[/email])
CC: dc221-at-diplomaticcorp.com ([email]dc221-at-diplomaticcorp.com[/email]); kielmarch-at-hotmail.com ([email]kielmarch-at-hotmail.com[/email]); stevelytton-at-hotmail.com ([email]stevelytton-at-hotmail.com[/email])
Subject: Dc221 GM Wrap Email 2
Date: Sun, 31 Jan 2010 20:15:27 +1100


Okay. Some other aspects
 
RULES
Most of you encountered all the rules of the game as you went along. There were 10 rules. I have attached the rules if you wanted to read them.
 
Rule 6 (that Mike and Fredrik) missed was encountering the edge of the map
Rule 8 (that everyone was missing except Jorge) was about the dual coast abilities but i didnt check the map clearly and the only one of these was on Jorge's island.
Rule 10 was both about the monster and the Teleporting.
 
The Monster (released by Matthew) wandered the map moving 2 spaces each season. When it encountered someone it basically stopped them moving. Matthew's advantage was that while he had a person at the Temple SC, he could see where the monster had travelled allowing him to see more of the map.
 
The Cabin (in the south east), had the ability to teleport out a person if they were 'threatened'. This happened to Jorge early in the game, teleporting to the north and into an area I would assume Trout thought was safe..alowing Jorge to contact trout, steal a SC and constantly annoy trout by claiming he came out of the well. Fredrick was the second person teleported but was only teleported a short difference so he was close to Mike's SC. The person teleported would go to any empty space that was NOT seen by another player.
 
A lot of the special SC had the abilities of either letting them see the status of other SC, or passing on radio messages (Underutilized i thought...). I've attached the 2 documents if you wanted to read them.
 
The Tempest station (controlled by Fredrick for most of the game) basically allowed Fredrick to see people coming to attack him. I dont know how useful this was.
 
The KEY and the Orchid were 2 of the mysteries that came out late in the game. The Orchid was locked (i was initially deciding on the ability it would give and eventually set on a computer that would answer questions about th
 
 
 
Stephen  Lytton
Are you coming to the World Diplomacy Championship in Sydney 2011? Ask me how....
 

 
 



Sell your old one fast! Time for a new car?


Learn how Video chat with Windows Live Messenger

Dc221 GM Wrap Email 1 - deathblade_penguin   (Jan 31, 2010, 2:59 am)
Okay, This game has officially ended in a draw. I must admit, i dragged my heels towards the end hoping that whatever plagued Drew might see his return.

Official Standings
Matthew, Trout, Jorge, Sam, Frank - Drawn First
Mike - Eliminated 2014
Fredrik - Eliminated 2011
Drew - CD.

Mike/Garry - I'll have to go back into the game and update the players and each turn's game map before the stats can be run.

I want to design a completely unknown map and i chose the TV show LOST as a launching pad. After desigining the map, I worked on the SC and the abilities they would give (loosely based on the TV show) and drafted different rules for the game. I decided to keep everything hidden in the game and would allow players to work it out as they went along. I added different elements to the game as they game progressed as situations arose that i hadn't predicted in the beginning. I have attached the starting map as you can see.

My initial look at the map was that it was completely inbalanced, especially for Matthew (Originals/Purple). However Matthew played an exceptional game and was strongly in the lead in the last few turns of the game.

Trout played The Others/Dark Green and started in the north of the map. Trout's position had 2 disadvantages - his home SC could no be next to each other and unless he deliberately ignored an early SC, all of his Home SC would be inland. To offset this, trout had access to the 'fence' which would delay an attack on his Home by one turn. However no-one ever got close enough to have this come into play, even though Trout had the fence on all game.

Sam played The Tailies/Yellow and started in the North east. IMO, I think Sam made 2 critical mistakes at the start of the game, although he was only in control of one. One of Sam's strongest initial builds was the RAFT site (which would have allowed him to instantly launch to take the Tail section which was in the water), but Sam moved out to explore. I also felt that Sam held a little too much at the start. I anticipated that he would be the initial threat to Trout but it never happened.

Drew played the French Scientists/Dark Blue and started in the middle west. Drew had no special SCs near him, but did have a lot of SC near him so he could grow in size but had no abilities.

Matthew played the Original Inhabitants/Purple and started in the east. Matthew expanded well, controlled the temple and ruins very early on releasing The Monster (who i know played havoc with some of Mike's defences). I think Matthew was in the strongest position at game end, but would have lost a valauble ally in Drew.

Mike played the Fuselage Survivors/red and started in the middle, on the western side. Mike's position was hard as he started surrounded by a lot of SC but would encounter other players quite early in the game. It would require a lot of diplomacy and unfortunately.

Fredrik played The Widmore Team/Orange and I have to admit the constant updates that Fredrick wrote as the guise of team Widmore were fabulous and help inspire my own write-ups at the start of the game. You may have noticed that my write-ups fell off the wagon towards the end of the game, and I admit this around the time of Fredrik's elimination.

Frank played The Freighter Folk/White and started in the bottom left hand corner. Frank had a quite isolated position and moved in opposite directions near the start of the game, narrowly missing opportunities to meet other players.

Jorge played The Dharma Initiative /Light Freen and started in the bottom right hand corner. Jorge had a small island aas his starting position and was quite isolated from both players and SCs, allowing for a slow growth. Jorge also encountered the Cabin/teleported first which allowed me to randomly send him up into the north.


Stephen Lytton
Are you coming to the World Diplomacy Championship in Sydney 2011? Ask me how....






Browse profiles for FREE View photos of singles in your area!

[Reply]

DC281 German EoG - vegas_iwish   (Jan 30, 2010, 4:47 pm)
Little to say about 2 turns. Felt I could not trust F after Spring & was concerned R might help him so struck. With DC scoring no value in having more scs in draw so no point fooling around. Got plenty of wargames for those who'd like to see some realism in a game as opposed to Dip which has zero ie Tannenberg = 2 russian armies destroyed by 1 german Wink

[Reply]

dc296 Round 1 Board 6 - Autumn & Winter 1903 R... - z93blom   (Jan 30, 2010, 3:13 pm)
Blitzers,

I made a mistake in setting the next deadline. The WB games Spring turns are usually due on Mondays, but I set the deadline to Tuesday. I will not change the deadline, but I will make you aware of the fact that the Fall movement deadline will be a little shorter than usual. Here are the upcoming deadlines:


Spring 1904 Movement: Tuesday 2nd February
Summer 1904 Retreats: Wednesday 3rd February
Fall 1904 Movement: Thursday 4th February
Autumn/Winter 1904 Retreats/Adjustments: Friday 5th February


This will put us back on track with the rest of the games. Sorry for any inconvenience this may cause you.


/Fredrik

[Reply]

Dc 277: Fall 2001 Deadline Extension - AlanRFarrington   (Jan 30, 2010, 3:01 pm)
Deadline for Fall 2001 will be extended 24 hours until Tuesday February 2nd at Midnight GMT (7:00pm EST)

Cheers,
Alan Farrington
Hotmail: Trusted email with Microsoft’s powerful SPAM protection. Sign up now.

[Reply]

DC281 France EoG - ignite107   (Jan 30, 2010, 2:57 pm)
Hey guys, here's what was going on from the French perspective this game (I know it took awhile but my job became very busy with the Haiti disaster). 

First off, even though this ended as a seven way draw it was a great learning experience for me.  I have only recently hopped on board this diplomacy train.  Technically this was the third game I had ever played, second via email and on a standard map, and first as France.  I was flying blind in many ways and unsure what to expect.

The first moves of Spring pretty much sealed my fate I figure.  I was a little unsure of how to proceed when England told me they were moving in the Channel and there was nothing I could do about it.  Germany told me they were moving into Burgundy.  And Italy told me they were moving to Piedmont.  Every indication I had was there was 1) nothing I could do, and 2) nobody was willing to budge. 

I figured if I bounced everyone first turn I could still take one build and hopefully insist their efforts were best focused elsewhere.

The unthinkable happened and turns out neither England or Italy did as they had intended. 

To everyone: the game had a lot of potential and I learned a lot from what went on.  It's a shame the game ended as it had.  I would love to play alongside any one of you (who finished) again.  Next time I will not be so paranoid...... or maybe I will......
Kyle Rudge


On Mon, Jan 25, 2010 at 11:56 AM, Alex Maslow <blueraider0(at)gmail.com ([email]blueraider0(at)gmail.com[/email])> wrote:

I thought I sent this out, but I guess it didn't go through.....  I'll flush it about a bit more this time, I keep forgetting how detailed EoGs can be.
 
Thanks to Michael for GMing through the best of times (S1901) and the worst of times (everything after).  He was a trooper for keeping on top of the game delays and not getting lost in the fog (as I did).
 
I think the biggest tragedy of this game was that, due to the NMRs of England/Germany, France managed to recover from his ridiculous opening.  It was an intelligent move based on the incoming data, but I guess England and Germany both backed out at the same time (I imagine the only thing they coordinated with anyone).  I was really excited to see the depots to my west open up, but to no avail.  And given my relations with John, I was quickly tied down east, and with E/G replaced, they didn't know the regional history, and so while France got attacked, it wasn't for the reason I was thinking.
 
As for Austria, once I was in Tyl and France was all spread out, I decided the best plan was to get Germany and England to attack him while I move east, so I teamed up with Kyle to channel any (read: none) information that came my way, so he could defend VS them and leave his rear open for the future.  Meanwhile, I took the advice of Will and we both attacked Austria - first I screwed John out of Serbia, then I began to batter his western front.  But every turn, Will suddenly moved against Matt instead, and so he got Bul/Rum/Sev while I got nothing at all.
 
Matt was trying to get me to help him, and I said when Austria was out I'd keep moving forward.  Finally, though, I realized I was being played real badly, and that Will and John were in cahoots.  So I sent out a rather long e-mail to ART explaining why Turkey could count me out of any alliance with him and trying to convince John that Will would stab him at any moment.  It seemed to scare the whoozits out of Will, but John took little note of it.  As his EoG explains, his tactical position would turn from precarious to disasterous if he had tried to attack Will.  As frustrating as the whole situation was, I have to give John credit.  He's apparently a more careful player than I, and in that regard, what he did was very sound.
 
Matt was a good buddy who was always in a pinch and I couldn't do anything whatsoever to help him. 
 
And as for Will, I find it rare to find a player who will put up with my long e-mails, and we talked even when moving our vessels to war.  This very turn, in fact, we were planning a stab on Austria.  Well, I was planning.  Perhaps Will was just humoring me.....  At the least, perpetual communication is always appreciated, even if it comes to nothing.  As I said before, when nobody talks, this just becomes a bizzare form of Risk.
 
Looking forward to playing with you gents again.  Incidentally, does anyone have any plans to go to TempleCon in RI?
 
-Maslow
 

On Mon, Jan 25, 2010 at 12:24 PM, John R <untitled36(at)hotmail.com ([email]untitled36(at)hotmail.com[/email])> wrote:
[quote:2981116fed] Once again, Thanks to Michael for Gming. I've been frustrated with the game, but none of that frustration was with Michael. He did the best he could. It was the quitters that ruined the thing.
 
I don't have a lot to say about the gameplay. This game looked bad for me from day one. Alex stabbed me (repeatedly), and it looked like we were going to be locked in a death match until some other power ate us up. But when I started throwing centers to Turkey, Italy changed his tune. He saw the threat I was allowing to grow unchecked in the south east, and he petitioned me for alliance. Russia also urged me to join them. At this point it was picking my poison. If I stayed with Turkey I would eventually be stabbed (as R/I repeatedly warned). However, if I sided with R/I, I would be stabbed by them the minute turkey was under control. Plus, I would be the least defensible vs turkey should I switch sides. On what ended up being the final turn of the game, I had to choose my side, but honestly, the deadline snuck up on me, and it was easier to make an 11th hour coordination with Turkey than with R/I. Not the most strategic of reasons to choose alliances, but there you have it.
 
After Italy began his intial series of stabs against me, I figured the best case scenario was one in which turkey held the eastern stalemate line, and I had enough of germany that I would be essential to some kind of draw with the remaining powers. This plan could well have worked, unless turkey grew greedy and stabbed me earlier, which would have almost assured he would have been stalemated by the western powers with the additional time I would have bought them, but I would have been eliminated.
 
All in all, this was certainly the least satisfying games of diplomacy I've played. Most of the blame for that falls on our quitter players. I blamed Alex for crippling both of our powers, and I think there's a lot of legitimate blame there. However, Alex did show himself to be a good negotiatior and even, amazingly, a faithful ally at the very end of the game. Since his later correspondence and moves showed such a different Alex than the picture I had from the early game, I wonder what I was missing. Alex, I look forward to your EoG.
 
To Will (Turkey), thanks for having my back. You were great to ally with, and we worked well together. I look forward to playing together in the future.
 
To Matt (Russia), I think we had good correspondence from day one. It's a pity we were never able to flesh that out into any sort of alliance. Maybe next time.
 
To the West, Honestly, I don't even think I talked to our replacements once. Sorry about that. Boredom with the game. Thanks for filling in/sticking with it.
 
And again, thanks to our GM. A 7-way draw is embarassing, but again, I don't think you had any other options. Thanks for sticking with us!
 
John

 
[quote:2981116fed]Date: Mon, 25 Jan 2010 15:46:48 +0000
From: psychosis(at)sky.com ([email]psychosis(at)sky.com[/email])
Subject: DC281 game end
To: blueraider0(at)gmail.com ([email]blueraider0(at)gmail.com[/email]); krudge(at)goldenwestradio.com ([email]krudge(at)goldenwestradio.com[/email]); wtfleming(at)msn.com ([email]wtfleming(at)msn.com[/email]); untitled36(at)hotmail.com ([email]untitled36(at)hotmail.com[/email]); vegas_iwish(at)yahoo.com ([email]vegas_iwish(at)yahoo.com[/email]); matthew.jones.d(at)gmail.com ([email]matthew.jones.d(at)gmail.com[/email]); kelly058(at)verizon.net ([email]kelly058(at)verizon.net[/email])
CC: dc281(at)diplomaticcorp.com ([email]dc281(at)diplomaticcorp.com[/email])

Gents

I've now received a "Yes" from everyone for the seven way draw proposal. As such, the game now finishes. Ratings and such on the site will be updated as soon as I figure out how to do it.

From my perspective, the two civil disorders of England and Germany so close to each other, and over the holiday period, killed the game. I'm genuinely surprised at the seven way draw being approved by all - it's the first time I've ever seen a seven way being the result of a diplomacy game. I felt there was some interesting situations developing across the board, with the Fall 1903 turn proving genuinely interesting and game changing. Would Germany's stab of France prove decisive, and who would be eliminated first? I trust the experience of players new to the diplomaticcorp site have been positive, and haven't been coloured by the unsatisfactory situation that emerged in this game.

End of Game Statements are welcome, describing your thoughts, comments and feelings on the game, how it developed, and how it ended up for you. Please email these to all players and copy in the game forum email address (dc281(at)diplomaticcorp.com ([email]dc281(at)diplomaticcorp.com[/email])). Any (constructive!) comments on my GMing would be welcome as well.

In closing, can I thank all the players of the game - both those who stuck it out through the delays, and those who stepped in as replacements. It's been a pleasure.

Michael




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[/quote:2981116fed]




--
"It's like in the great stories, Mr. Frodo. The ones that really mattered. Full of darkness and danger they were. and sometimes you didn't want to know the end because how could the end be happy? How could the world go back to the way it was when so much bad had happened? But in the end, it's only a passing thing. The shadow, even the darkness must pass. A new day will come. And when the sun shines it will shine out the clearer. Those were the stories that stayed with you - That meant something. Even if you were too small to understand why. But I think, Mr. Frodo, I do understand. I know now. Folk in those stories had lots of chances of turning back only they didn't. They kept going because they were holding onto something."
"What are we holding onto, Sam?"
"That there's some good in this world, Mr. Frodo. And it's worth fighting for."
[/quote:2981116fed]

[Reply]

dc286 ~ Vista Seven ~ Replacing Italy - sgttodd   (Jan 30, 2010, 11:22 am)
Italy missed the deadline and hasn't responded to email or posted a PM
in the forum - so, now we need a new Italy. Hopefully someone that can
manage to spare a few minutes in a week to email in orders.

The deadline set after we get a new Italy will be for Spring '01 orders.

I'm terribly sorry for this delay, again.

Jerry

[Reply]

Dc 277: Fall 2001 Orders & Proposal - AlanRFarrington   (Jan 30, 2010, 10:49 am)
Don't forget everyone that Fall 2001 is due Monday night, along with you're yay's or nay's to the draw vote. a no vote will be counted as a Nay with one no with result in the draw failing.

Cheers,
Alan Farrington
Hotmail: Free, trusted and rich email service. Get it now.

[Reply]

DC300 - Fall 1902 - 48 hrs deadline reminder - bielf11   (Jan 30, 2010, 10:31 am)
Please note that the deadline for Fall 1901 orders is in 48 hours.
I have not yet received orders from all of you.
If you sent me your orders but haven't received confirmation from me, assume I haven't received your orders and resend them.
 
Frank

[Reply]

DC292 Winter 1903 - sam_buck_productions a...   (Jan 30, 2010, 8:18 am)
England:
F Sweden - Denmark

Germany:
disband F Kiel

Austria:
Build A Trieste

England:
Build F London

France:
Build F Marseilles

Italy:
Build A Venice

Russia:
Build A Sevastopol
Build A Warsaw


Next deadline: Monday the 1st -at- 7PM

Sam Buck

[Reply]

DC292 Winter 1903 (Winter Blitz) FLTeacher Feb 02, 02:32 am
for some reason I was not included ub the updated email and map. Could someone please forward me the most resulrs?

thx,

France.

On Sat, Jan 30, 2010 at 9:18 AM, Sam Buck <sam_buck_productions-at-me.com ([email]sam_buck_productions-at-me.com[/email])> wrote:





England:
F Sweden - Denmark

Germany:
disband F Kiel

Austria:
Build A Trieste

England:
Build F London

France:
Build F Marseilles

Italy:
Build A Venice

Russia:
Build A Sevastopol
Build A Warsaw


Next deadline: Monday the 1st -at- 7PM

Sam Buck

Resend w/attachments: DC297; Autumn 1903 Retreats... - dipknight   (Jan 30, 2010, 8:16 am)
One more time with feeling.  Here is the adjudication with attachments.
 
One way around all of this, of course, is to checkout the maps and down load the dpy file from the DiplomaticCorp site.  I always put the maps on the site and attatch the dpy file there.  So, you can get all of these attachments, except the Results Map, by clicking on the link to this game in your profile from the DiplomaticCorp site.
 
Thanks,
      Darryl (GM)


On Fri, Jan 29, 2010 at 5:32 PM, Darryl Good <dipknight-at-gmail.com ([email]dipknight-at-gmail.com[/email])> wrote:


GM’s remarks:
 
Congratulations on surviving into the fourth game year of Winter Blitz 2010!
 
The Players:
Austria:      Will Fleming        wtfleming-at-msn.com ([email]wtfleming-at-msn.com[/email])
England:    Eric Hunter          dip.power.915-at-gmail.com ([email]dip.power.915-at-gmail.com[/email])
France:      Joe Babinsack     chaosonejoe-at-yahoo.com ([email]chaosonejoe-at-yahoo.com[/email])
Germany:  Joe Hackett          jhack16-at-gmail.com ([email]jhack16-at-gmail.com[/email])
Italy:          Michael Penner    mvpenner-at-yahoo.com ([email]mvpenner-at-yahoo.com[/email])
Russia:      Derek Eiler          derekthefeared2-at-yahoo.com ([email]derekthefeared2-at-yahoo.com[/email])
Turkey:      Douglas Fresh     douglasefresh-at-gmail.com ([email]douglasefresh-at-gmail.com[/email])
 
The Orders:
Austria:
   Build A tri
 
 
England:
   Build F lvp
   Build A lon
 
France:
   A bre - gas
   Remove A mar
 
Germany:
   Build A ber
 
Italy:
   F ion - tun
 
Russia:
   disband F lvn
   A war - mos
   Remove F bla
 
Turkey:
   No Orders Required
 
Retreats:
   See Above
 
Centers and Unit Positions:
Austria:
   Centers (4) bud, ser, tri, vie.
   Units: A bud, A ser, A tri, A vie
   Build/Disband: 0
 
England:
   Centers (7) bel, bre, edi, lvp, lon, nwy, stp.
   Units: F bel, F bre, A bur, F eng, F lvp, A lon, F stp(nc)
   Build/Disband: 0
 
France:
   Centers (4): mar, par, por, spa.
   Units: A gas, A par, A pic, F por
   Build/Disband: 0
 
Germany:
   Centers (7): ber, den, hol, kie, mun, swe, war.
   Units: F bal, A ber, A gal, F lvn, A mun, A sil, A war
   Build/Disbands: 0
 
Italy:
   Centers (4): nap, rom, tun, ven.
   Units: A apu, F lyo, A pie, F tun
   Build/Disband: 0
 
Russia:
   Centers: (3): mos, rum, sev.
   Units: A mos, A rum, A ukr
   Build/Disband: 0
 
Turkey:
   Centers (5): ank, bul, con, gre, smy.
   Units: F aeg, A bul, A con, F gre, F ion
   Build/Disband: 0
 
Deadline:
 
1904 Spring Orders: Monday; February 1, 24:00 Hrs GMT
 
Maps of the Retreats, Build/Disband Orders, and Results; and the dpy file are attached for your use.

[Reply]

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