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New Variant: Dawn of the Enlightenment - david_e_cohen   (Feb 10, 2018, 7:34 am)
Six players signed up so far. Nine slots remaining.

[Reply]

New Variant: Dawn of the Enlightenment - david_e_cohen   (Feb 08, 2018, 7:48 pm)
I will be running a play by email playtest of this variant, at the comparatively leisurely pace of one game year every two weeks.

If you are interested, email me at zendip18AToptonlineDOTnet. Please include a Power preference list, or let me know you have no preferences. Be warned, I want dedicated players, so if I don't know you, I may require you to provide evidence of your reliability.

[Reply]

New Variant: Dawn of the Enlightenment (Variants) david_e_cohen Feb 10, 07:34 am
Six players signed up so far. Nine slots remaining.
New Variant: Dawn of the Enlightenment - david_e_cohen   (Jan 23, 2018, 9:53 pm)
Its been a while since I have put a new variant out there, but I have a good excuse. I have been working on this brute! Its huge and has several unusual rules. Dawn of the Enlightenment is a global variant set in 1701, at the beginning of the Great Northern War and the War of the Spanish Succession. It has several Powers with possessions stretching around the world while others are compact, half strength units outside Europe, high seas provinces to foster fluidity on the map, and variable victory criteria so that smaller Powers have a reasonable chance of winning.

It is on a temporary homepage, http://davidecohen.wixsite.com/diplomiscellany, since I am having a bit of trouble editing my main website. Please take a look. I would love to get comments, suggestions and criticism.

[Reply]

New Variant: Dawn of the Enlightenment (Variants) david_e_cohen Feb 08, 07:48 pm
I will be running a play by email playtest of this variant, at the comparatively leisurely pace of one game year every two weeks.

If you are interested, email me at zendip18AToptonlineDOTnet. Please include a Power preference list, or let me know you have no preferences. Be warned, I want dedicated players, so if I don't know you, I may require you to provide evidence of your reliability.
New Variant: Dawn of the Enlightenment (Variants) david_e_cohen Feb 10, 07:34 am
Six players signed up so far. Nine slots remaining.
An Invitation to Play College of Cardinals - vonpowell   (Jan 06, 2018, 12:32 pm)

[Reply]

Help with RP - Blueraider0   (Jun 03, 2017, 5:29 pm)
Hello everyone! I'm in the midst of programming the Game of Thrones variant into RP. It's the first variant I've ever programmed. I was doing fine until I got to the region tool, which I am having a hard time understanding. Any assistance would be greatly appreciated.

Best!
-Alex

[Reply]

Europe 1619 Play-test - mmedeiros   (Jan 04, 2017, 11:04 am)
Looking for some eager play-testers to try out a diplomacy variant called Europe 1619 (formerly called Europe 1615). A full description of the game is at http://www.dipwiki.com/index.php?title=Europe_1615:_Prelude_to_War. If you're interested in playing the game, shoot me an email at medeiros412(at)aim.com.

Thanks.

Matthew

[Reply]

Cartographical Collaborator Needed - david_e_cohen   (Aug 06, 2016, 8:21 am)
Hello everyone. I am looking for someone willing to collaborate with me to create a new map for a variant I am designing. I can devise maps which are legible and useful for play but artistry and more complex techniques are beyond me.

I think mapping this variant is beyond my skills. A global variant, based upon the world in the year 1700, this will likely require map distortion or inset maps to emphasize certain areas of the world (probably Europe, the Caribbean and the East Indies).

I am looking for simplicity and ease of use, but if a little elegance and a period feel can be added, that would be great.

[Reply]

Aberration! - dandip2011   (Apr 23, 2016, 3:41 pm)
Hi everyone

We now have an Aberration variant up on the site! Come along and join in to take part in this fun 9 player variant!

[Reply]

New Planetary Colonisation Game - Arcuate   (Apr 19, 2016, 4:00 am)
Hi there,

I didn't get any interest from this site, but did from a couple of others, and I am now GMing a game of Kepler. The logistical issues of running a play-by-email game seem to have been sorted out, and I would like to start a second game in parallel with the first.

Please check out the Google Group here if you are interested:
https://groups.google.com/forum/#!forum/kepler-board-game

The second game would actually use a different venue for the game, which allows private messaging between players and would not clog up your email inbox.

[Reply]

New World Order Variant Call for Players - georgekatkins   (Mar 30, 2016, 8:15 pm)
You can also drop me a line here if you want more information!

[Reply]

New World Order Variant Call for Players - georgekatkins   (Mar 26, 2016, 7:16 pm)
PREAMBLE: This is an open call for players to join a variant that plans to be run on another site; a variant that is not supported here. If this post is not acceptable, please remove it and accept my apology.

ANNOUNCEMENT: Ever thought about having a true multi-player victory, as opposed to settling for yet another DIAS? Give New World Order (NWO) a try. Some limited implementations of NWO exist on various sites. However, to experience the full PBEM format, a live GM is required.

Sendric, a veteran GM, is starting a game on Redscape, though you do not have to be a member on that site to play. If you are interested, send an email to sendric [at] gmail [dot] com. To see the complete rules, an overview, and FAQ, go to http://www.sendric.com/diplomacy/?page_id=32.

VARIANT SUMMARY: NWO is a global variant, supporting 40+ players. The game is NOT balanced. While NWO heavily favors some countries it does try and balance this out with its unique coalition victory conditions. The game represents a modern world view. Some powers are huge, while others have one single center to start.

Victory is attained by a coalition of three players that collectively has the requisite number of centers. Coalitions are not necessarily alliances. The number of centers needed to win is based on the class type of each coalition member, encouraging larger powers to join up with smaller powers. Several coalitions will seek victory, but only one can win. The qualifying coalition that gets the most votes from all players wins. Did I forget to mention nukes and planes?
Send Sendric an email and join up!
George

[Reply]

New World Order Variant Call for Players (Variants) georgekatkins Mar 30, 08:15 pm
You can also drop me a line here if you want more information!
EUROPE 1615 play-test - mmedeiros   (Feb 11, 2016, 1:02 pm)
Looking for a few eager play-testers to try out a Diplomacy variant called Europe 1615. Need 11 players. A description of the game is at http://www.dipwiki.com/index.php?title=Europe_1615:_Prelude_to_War.

If you have ever player Ambition and Empire, Payola, 1648, you may be comfortable with this variant. It's gone though a number of changes and has been play-tested over several years. I've been keeping those rules that work the best and that players enjoy the most.

So, if you're interested pleases shoot me an email at medeiros412(at)aim.com. Thanks.


Matthew

[Reply]

New Planetary Colonisation Game - Arcuate   (Feb 04, 2016, 4:31 pm)
In theory, I have five players now, but not all have signed on. Please let me know if you are interested in being a reserve player or want to watch.

Any feedback on the current draft of the rules would also be welcome.

[Reply]

New Planetary Colonisation Game (Variants) Arcuate Apr 19, 04:00 am
Hi there,

I didn't get any interest from this site, but did from a couple of others, and I am now GMing a game of Kepler. The logistical issues of running a play-by-email game seem to have been sorted out, and I would like to start a second game in parallel with the first.

Please check out the Google Group here if you are interested:
https://groups.google.com/forum/#!forum/kepler-board-game

The second game would actually use a different venue for the game, which allows private messaging between players and would not clog up your email inbox.
New Planetary Colonisation Game - Arcuate   (Feb 04, 2016, 3:37 am)
Apologies if this is inappropriate for this forum, but I am trying to set up a play-by-email playtest of a Diplomacy-like game set on a struggling planetary colony.

The Diplomacy-like features include negotiations and simultaneous ordering, with the capacity for lying and backstabbing, but the game has a much more complex economic engine than classic Dip, and in many ways resembles the Euro, Peurto Rico.

More details at BoardGameGeek...

https://boardgamegeek.com/thread/1518410/beta-testers-wanted-new-planetary-colonisation-gam

Please let me know if anyone here is interested in giving it a try. I already have four players and probably just need one more, although there is a possible fifth in the works at BoardGameGeek. (If there was a lot of interest, I would start a second game.)

Cheers,

Craig.

[Reply]

New Planetary Colonisation Game (Variants) Arcuate Feb 04, 04:31 pm
In theory, I have five players now, but not all have signed on. Please let me know if you are interested in being a reserve player or want to watch.

Any feedback on the current draft of the rules would also be welcome.
New Planetary Colonisation Game (Variants) Arcuate Apr 19, 04:00 am
Hi there,

I didn't get any interest from this site, but did from a couple of others, and I am now GMing a game of Kepler. The logistical issues of running a play-by-email game seem to have been sorted out, and I would like to start a second game in parallel with the first.

Please check out the Google Group here if you are interested:
https://groups.google.com/forum/#!forum/kepler-board-game

The second game would actually use a different venue for the game, which allows private messaging between players and would not clog up your email inbox.
Let's Try This Again... College of Cardinals: New... - vonpowell   (Jan 07, 2016, 3:52 pm)
I am looking for players to participate in a College of Cardinals game I am forming. College of Cardinals is a 12-player variant set in Medieval Europe at a time when crusading zeal within the Catholic community was still high. This will be an e-mail contest. I will serve as the GM and provide the adjudications. Moves will take place on Tuesdays. Retreats, adjustments, etc., will take place on Thursdays. Players will bid for the Major Realm they play using auction rules that I will provide. Based on previous play tests, I estimate the game will run from January through May or June.
Several players are already on-board. I will fill the remaining seats on a first come-first serve basis. If you are interested in playing or observing (and I cannot have enough observers), or you have questions on the variant itself, please contact me at vonpowell(at)aol.com. I will send you a copy of the map, variant rules, house rules, and auction rules.

Baron

[Reply]

Europe 1615: Replacement Needed - mmedeiros   (Jan 03, 2016, 12:23 pm)
Have an ongoing game of Europe 1615 in need a replacement. Please write to medeiros412(at)aim.com if you are interested. Need replacement for Spain. A description of the variant can be found at http://www.dipwiki.com/index.php?title=Europe_1615:_Prelude_to_War. Thank you.

[Reply]

EUROPE 1615 RECRUITMENT - mmedeiros   (Sep 05, 2015, 1:46 pm)
Hello everyone. Looking for a few play-testers to try a Diplomacy variant called Europe 1615. The variant is described at http://www.dipwiki.com/index.php?title=Europe_1615:_Prelude_to_War.

Will run the game through email, not through the DC site, since it still needs play-testing.

If you're interested please shoot me an email at medeiros412(at)aim.com.

Thanks.

Matthew

[Reply]

One and a half new variants - david_e_cohen   (Feb 08, 2015, 10:05 am)
A few additional changes, in response to comments from various quarters.

On both maps (see below), East China Sea now borders Eastern Ocean. The change was made to increase fluidity.


In East Indies:

Other than the cosmetic move of the legend/rules box from the southwest to the northeast for cosmetic reasons, the following changes have been made:

Sunda has been combined with Javadvipa.

Mentawai Sea has been divided from Southern Sea, and runs from the newly extended Javadvipa to Kandy.

The province of Sutiya has been created from the northern portion of Assam.

The province of Gartok, expanded and renamed Tibet, now extends eastward and borders Sutiya and Shan.

Kashgar has been renamed Taklamakan.

These changes as a group increase the number of provinces in the area of the intersection of the Spice Islands and Maharajah's subvariant maps, and should therefore increase fluidity and make stalemate lines somewhat more difficult to form.


[Reply]

One and a half new variants - david_e_cohen   (Jan 27, 2015, 8:22 am)
The playtest was run in the ACD (Academy of Creative Destruction) forum.

I can't really change the upper right border of the map but, could maybe put a big title box up in the upper right corner. If I was artistic, it would be a nice opportunity, but I am not, so it isn't. Laughing

Pattern shading will come when I (or maybe someone else) codes for RP. That said, I sometimes use two-letter abbreviations for units denoting nationality and unit type rather than the colored symbols, which would certainly be an improvement for you.

As far as enlarging the island spaces, that's possible, if difficult, but the map is plenty big to begin with.

[Reply]

One and a half new variants (Variants) david_e_cohen Feb 08, 10:05 am
A few additional changes, in response to comments from various quarters.

On both maps (see below), East China Sea now borders Eastern Ocean. The change was made to increase fluidity.


In East Indies:

Other than the cosmetic move of the legend/rules box from the southwest to the northeast for cosmetic reasons, the following changes have been made:

Sunda has been combined with Javadvipa.

Mentawai Sea has been divided from Southern Sea, and runs from the newly extended Javadvipa to Kandy.

The province of Sutiya has been created from the northern portion of Assam.

The province of Gartok, expanded and renamed Tibet, now extends eastward and borders Sutiya and Shan.

Kashgar has been renamed Taklamakan.

These changes as a group increase the number of provinces in the area of the intersection of the Spice Islands and Maharajah's subvariant maps, and should therefore increase fluidity and make stalemate lines somewhat more difficult to form.


One and a half new variants - FuzzyLogic   (Jan 27, 2015, 7:55 am)
Where did u run it? I would be willing to play in Spice Islands if you were to run one here. Smile

Some suggestions...

* Remove the black space / Chinese Empire Impassible. The black is wasted space and not appealing. Maybe readjust the edge of your map and shift things lower, or block that off and put a title box in there.

* I said this before... I can't easily tell the small color dots. Having a minor color blindness, I would urge you to shade the zones with patterns and not just the dots. I really can't tell some of them apart and that aspect would be frustrating. I can barely tell the red from the green... it doesn't help that these are neighboring powers.

* Consider making the Philippines and other island spaces bigger, adding playability at the cost of accuracy.

[Reply]

One and a half new variants (Variants) david_e_cohen Jan 27, 08:22 am
The playtest was run in the ACD (Academy of Creative Destruction) forum.

I can't really change the upper right border of the map but, could maybe put a big title box up in the upper right corner. If I was artistic, it would be a nice opportunity, but I am not, so it isn't. Laughing

Pattern shading will come when I (or maybe someone else) codes for RP. That said, I sometimes use two-letter abbreviations for units denoting nationality and unit type rather than the colored symbols, which would certainly be an improvement for you.

As far as enlarging the island spaces, that's possible, if difficult, but the map is plenty big to begin with.
One and a half new variants (Variants) david_e_cohen Feb 08, 10:05 am
A few additional changes, in response to comments from various quarters.

On both maps (see below), East China Sea now borders Eastern Ocean. The change was made to increase fluidity.


In East Indies:

Other than the cosmetic move of the legend/rules box from the southwest to the northeast for cosmetic reasons, the following changes have been made:

Sunda has been combined with Javadvipa.

Mentawai Sea has been divided from Southern Sea, and runs from the newly extended Javadvipa to Kandy.

The province of Sutiya has been created from the northern portion of Assam.

The province of Gartok, expanded and renamed Tibet, now extends eastward and borders Sutiya and Shan.

Kashgar has been renamed Taklamakan.

These changes as a group increase the number of provinces in the area of the intersection of the Spice Islands and Maharajah's subvariant maps, and should therefore increase fluidity and make stalemate lines somewhat more difficult to form.


One and a half new variants - david_e_cohen   (Jan 27, 2015, 7:40 am)
And here we go, with revisions to both maps based upon the results of the first playtest of Spice Islands.

The biggest change is the addition of a 7th Power (14th, for East Indies), Tondo, in the Philippine Islands. Changes have been made to the surrounding sea provinces as well. Also changed is the location of one of Majapahit's home Supply Centers, and there is a neutral dot, Negara Daha, inland in Borneo.

As always, I really welcome comments, and if anyone wants to run a playtest of either of these variants, please contact me.

[Reply]

One and a half new variants (Variants) FuzzyLogic Jan 27, 07:55 am
Where did u run it? I would be willing to play in Spice Islands if you were to run one here. Smile

Some suggestions...

* Remove the black space / Chinese Empire Impassible. The black is wasted space and not appealing. Maybe readjust the edge of your map and shift things lower, or block that off and put a title box in there.

* I said this before... I can't easily tell the small color dots. Having a minor color blindness, I would urge you to shade the zones with patterns and not just the dots. I really can't tell some of them apart and that aspect would be frustrating. I can barely tell the red from the green... it doesn't help that these are neighboring powers.

* Consider making the Philippines and other island spaces bigger, adding playability at the cost of accuracy.
One and a half new variants (Variants) david_e_cohen Jan 27, 08:22 am
The playtest was run in the ACD (Academy of Creative Destruction) forum.

I can't really change the upper right border of the map but, could maybe put a big title box up in the upper right corner. If I was artistic, it would be a nice opportunity, but I am not, so it isn't. Laughing

Pattern shading will come when I (or maybe someone else) codes for RP. That said, I sometimes use two-letter abbreviations for units denoting nationality and unit type rather than the colored symbols, which would certainly be an improvement for you.

As far as enlarging the island spaces, that's possible, if difficult, but the map is plenty big to begin with.
One and a half new variants (Variants) david_e_cohen Feb 08, 10:05 am
A few additional changes, in response to comments from various quarters.

On both maps (see below), East China Sea now borders Eastern Ocean. The change was made to increase fluidity.


In East Indies:

Other than the cosmetic move of the legend/rules box from the southwest to the northeast for cosmetic reasons, the following changes have been made:

Sunda has been combined with Javadvipa.

Mentawai Sea has been divided from Southern Sea, and runs from the newly extended Javadvipa to Kandy.

The province of Sutiya has been created from the northern portion of Assam.

The province of Gartok, expanded and renamed Tibet, now extends eastward and borders Sutiya and Shan.

Kashgar has been renamed Taklamakan.

These changes as a group increase the number of provinces in the area of the intersection of the Spice Islands and Maharajah's subvariant maps, and should therefore increase fluidity and make stalemate lines somewhat more difficult to form.


New Variant: Warring States (ancient China) - zurn   (Oct 18, 2014, 2:52 am)
Thanks! I did of course read your variant. The barbarian raider mechanic is interesting; I once toyed with a variant set much later on in China, with the Mongols as the odd one out.

FYI for anyone who's interested, there's a game set up for this now: http://www.diplomaticcorp.com/game_page.php?game_id=re003

[Reply]

New Variant: Warring States (ancient China) - david_e_cohen   (Oct 17, 2014, 12:33 pm)
As the creator of the Mandate of Heaven variant much earlier in my variant design career (it has its problems--LOL), I am always interested when someone tackles this area and period. It makes me want to revisit my work and improve it! I will take a more detailed look at this and hopefully get back to you with comments.

[Reply]

New Variant: Warring States (ancient China) (Variants) zurn Oct 18, 02:52 am
Thanks! I did of course read your variant. The barbarian raider mechanic is interesting; I once toyed with a variant set much later on in China, with the Mongols as the odd one out.

FYI for anyone who's interested, there's a game set up for this now: http://www.diplomaticcorp.com/game_page.php?game_id=re003
New Variant: Warring States (ancient China) - zurn   (Oct 10, 2014, 1:25 pm)
Thanks, I traced the contour lines over a much lower quality contour map; it actually doesn't take too long. Smile Makes for a much nicer looking physical map, akin to the original Diplomacy board: http://imgur.com/a/U9X9q (Pretty easy and cheap to make, nice for pushing armies around.)

I thought about a "barbarian" power in the north. Although I'm far from an expert, it sounded to me like the barbarian powers were much less powerful, and I thought it was nice to keep it to the main warring states. The Huns are there in spirit: Xiongnu is the Chinese term for them.

Wei is definitely in an interesting spot. They do have the "shortest" path to victory though (2.13 spaces to 18 centres from all home centres), and access to the two main clusters of centres, plus a possible supported move into Ye on the first turn. The wall in Daliang should discourage a casual opportunistic attack from Han and so enhance trust. I gave Han a wall in Luoyang to enhance its defense as well, and the wall in Anyi to help it out as well, plus access to the same two clusters of centres. I'm hoping an extra unit isn't necessary, but it's a possibility.

There are some centres outside the two main clusters, true. I think of Jiuyuan and Shang as Spain and Portugal. Smile Ba and Danyang are like Tunis. Smile Although Ba is on a river that leads into Chu. The extra space around Chu makes it a safe but slower start, and gives the more pressed countries a head start on more centres.

Obviously a lot of the balance decisions require playtesting; I'll certainly let you know if I ever get a game going.

Some more "distances to 18":

Qin 3.22
Chu 3.00
Zhou 2.71
Wei 2.13
Han 3.00
Yan 3.57
Qi 2.63

Centres within 3 that are enemy home centres, and % of all centres within 3:

Qin 5 31%
Chu 8 44%
Zhou 8 40%
Wei 11 44%
Han 7 39%
Yan 6 43%
Qi 10 48%

[Reply]

New Variant: Warring States (ancient China) (Variants) david_e_cohen Oct 17, 12:33 pm
As the creator of the Mandate of Heaven variant much earlier in my variant design career (it has its problems--LOL), I am always interested when someone tackles this area and period. It makes me want to revisit my work and improve it! I will take a more detailed look at this and hopefully get back to you with comments.
New Variant: Warring States (ancient China) (Variants) zurn Oct 18, 02:52 am
Thanks! I did of course read your variant. The barbarian raider mechanic is interesting; I once toyed with a variant set much later on in China, with the Mongols as the odd one out.

FYI for anyone who's interested, there's a game set up for this now: http://www.diplomaticcorp.com/game_page.php?game_id=re003
New Variant: Warring States (ancient China) - charlesf   (Oct 10, 2014, 11:02 am)
Samy,

that's a pretty map. Where did you get the bottom layer from?

I really like the sound of the fleet and walls rules.

Have you thought of adding a Barbarian power to the North? Seems to me like a good idea.

I'm concerned central powers such as Wei face too great struggles. Perhaps you can give those say one more unit...?

Neutral SCs should IMO generally be grouped in clusters. To create fertile battlegrounds.

In any case, please sign me on as an observer should you get a playtest underway.

[Reply]

New Variant: Warring States (ancient China) (Variants) zurn Oct 10, 01:25 pm
Thanks, I traced the contour lines over a much lower quality contour map; it actually doesn't take too long. Smile Makes for a much nicer looking physical map, akin to the original Diplomacy board: http://imgur.com/a/U9X9q (Pretty easy and cheap to make, nice for pushing armies around.)

I thought about a "barbarian" power in the north. Although I'm far from an expert, it sounded to me like the barbarian powers were much less powerful, and I thought it was nice to keep it to the main warring states. The Huns are there in spirit: Xiongnu is the Chinese term for them.

Wei is definitely in an interesting spot. They do have the "shortest" path to victory though (2.13 spaces to 18 centres from all home centres), and access to the two main clusters of centres, plus a possible supported move into Ye on the first turn. The wall in Daliang should discourage a casual opportunistic attack from Han and so enhance trust. I gave Han a wall in Luoyang to enhance its defense as well, and the wall in Anyi to help it out as well, plus access to the same two clusters of centres. I'm hoping an extra unit isn't necessary, but it's a possibility.

There are some centres outside the two main clusters, true. I think of Jiuyuan and Shang as Spain and Portugal. Smile Ba and Danyang are like Tunis. Smile Although Ba is on a river that leads into Chu. The extra space around Chu makes it a safe but slower start, and gives the more pressed countries a head start on more centres.

Obviously a lot of the balance decisions require playtesting; I'll certainly let you know if I ever get a game going.

Some more "distances to 18":

Qin 3.22
Chu 3.00
Zhou 2.71
Wei 2.13
Han 3.00
Yan 3.57
Qi 2.63

Centres within 3 that are enemy home centres, and % of all centres within 3:

Qin 5 31%
Chu 8 44%
Zhou 8 40%
Wei 11 44%
Han 7 39%
Yan 6 43%
Qi 10 48%
New Variant: Warring States (ancient China) (Variants) david_e_cohen Oct 17, 12:33 pm
As the creator of the Mandate of Heaven variant much earlier in my variant design career (it has its problems--LOL), I am always interested when someone tackles this area and period. It makes me want to revisit my work and improve it! I will take a more detailed look at this and hopefully get back to you with comments.
New Variant: Warring States (ancient China) (Variants) zurn Oct 18, 02:52 am
Thanks! I did of course read your variant. The barbarian raider mechanic is interesting; I once toyed with a variant set much later on in China, with the Mongols as the odd one out.

FYI for anyone who's interested, there's a game set up for this now: http://www.diplomaticcorp.com/game_page.php?game_id=re003

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