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APPENDIX ONE: WHAT ARE THE BEST DIPLOMACY VARIANTS?

We reprint answers given by some prominent variant fans.

(a) GLENN OVERBY'S 10.5 BEST VARIANTS

((Originally appeared in ZINE of LISTS 1981. Comments inside (()) are by Fred C. Davis Jnr who added them when he reprinted part of this list in BUSHWACKER VOL XI #1 (January 1982). ))

1. MERCATOR (Doug Wakefield) ``It's interesting to note that Wakefield acknowledges this game's ancestry --- sort of a cross between Abstraction's fluidity and Youngstown's size. This British design has surpassed both of its `parents' --- no doubt due to seven years of continuous development by its designer and a cast of thousands.''

2. SONG OF THE NIGHT (Lewis Pulsipher) ``This incredibly complex variant is the best design of one of the hobby's top designers. No other fantasy variant covers the substance of the field's literature as well--and no other fantasy variant maintains Song's balance.'' ((It may be too difficult for some people.))

3. ABSTRACTION II (Fred C. Davis Jnr) ``Richard Sharp, in his book _The Game of Diplomacy_, called Abstraction the one variant which might be better than the original. Italy's chances have been brought up to equal with the others', without unbalancing the game elsewhere. Also, the Army/Fleet 'piggyback convoy' rules were the first of their kind, setting the standard that many have followed.''

4. YOUNGSTOWN ((I suspect that it is the game's great popularity that earns it this rating. There is no great spark of originality here... In North America we normally play mark IV; in the UK they play VI. Another version adds the Transvaal in Africa as a Great power, and there is also a global variant known as XII which has 12 powers including the USA.)) ``This has been the most popular variant ever designed, adding India, China and Japan to the original 7 powers. This was one of the first `large' variants. Its only major difficulty is lack of fluidity in the midgame--large-scale slugfests are the order of the day, and large draws are not uncommon.''

5. ATLANTICA (Fred C. Davis Jnr) ``The Davis Army/Fleet module gets its greatest test in this alternate history game set in pseudo-1870. The map is centered on the Atlantic Ocean, making combined land/sea operations the normal way of doing things. Extremely fluid--later versions addressed an initial play-balance problem.''

6. SEISMIC DIPLOMACY (Pierre Lavaurs) ``Many variants have been designed around shifting the geography of the game map--and most are unmitigated garbage. This French design is the happy exception--a delightful strategic and tactical exercise, and based on the regular board. The rules are short and clear, and free from fatal ambiguity, even in translation. It's prone to GM error, though.''

7. GRAND TOURNAMENT DIPLOMACY (Drew McGee) ``The internal politics are what differentiates this variant frorm almost all the others, as more than one player has a say in each country's government and a player may be involved with more than one country. Defections, insurrections, formation of new Great Powers and election of heads of government all play their part. The only real problem is finding 22 to play.

8. HOLOCAUST (Steve McLendon) ``Another global design, noted primarily for its excellent play-balance.'' ((The amazing thing is that Steve designed this while I was designing SMALL WORLD. Neither of us knew of the other's existence, and both were printed within weeks of each other without the other's knowledge (SW may have come out something like four weeks earlier), and they are virtually twins! (SW has 8 powers; Holocaust 9, with a few more SCs)... They avoid the stalemate lines found in Youngstown. My only suggestion to Steve was that his name is a misnomer. This HOLOCAUST has nothing to do with either the Third Reich or atomic annihilation. These designs show how great minds (ahem) solve similar problems in the same way.))

9. DOWNFALL OF THE LORD OF THE RINGS (Hartley Patterson) ``At one time, variants based on J.R.R. Tolkien's classic trilogy were very popular in the hobby. This is the best of the lot.''

10. JIMMU (Michael Mills) ``Mike Mill's reputation as a designer is for exotic designs, and this game set in feudal Japan is no exception. One of the few successful variants that is _smaller_ than regular Dip (just 28 centers on the amp). The blue water spaces, which can be occupied by any number of anyone's fleets, make the game very fluid and unpredictable, and place a premium on constant negotiation.

10.5 WOOLWORTH DIPLOMACY (Glenn Overby) ``I consider this game to be my best design to date. Five players control 10 powers (the regular 7 plus Spain, Scandinavia, and Balkans)--each controls one power publically and _another in secret_. (This ``5 and 10'' feature is where the name comes from.) The play takes on heavy psychological overtones in the early going, as players try to figure the lay of the land. Surprises, as one might figure with secret powers in play, are commonplace.''

(b) FRED DAVIS' PERSONAL LIST OF MOST ENJOYABLE AND MOST PLAYABLE VARIANTS

((Reprinted from Bushwacker Vol XI:I, January 1982.))

((All comments by Fred C. Davis Jnr.))

None of these games contain any extremely difficult concepts. If you know the basic rules for Diplomacy, you can play any of these games with no trouble, provided you read the rules (and keep them handy). I also think these variants are enjoyable. The maps are good, and the stalemate lines are few and far between. Except for Mercator, none has over 55 SCs, and most have less then 50. (As a rule of thumb, the larger a game, the less likelihood that it will be played to completion.)

All except Woolworth can be played FTF, although I think that Mercator is too big to do so.

1. ABSTRACTION II (Fred Davis) -- 7 players, Europe extended. 46 centers.

2. MERCATOR (Doug Wakefield) -- 13 players (varies from 5 to 24 in other scenarios, but most cater for either 13 or 14). Global, very large number of SCs.

3. ATLANTICA IIR/III (Fred Davis) -- 7 players, 3 in North America and 4 in Europe with play centering on the Atlantic Ocean. 47 or 48 centers.

4. HOLOCAUST (Steve McLendon) -- 9 players, 55 SCs, Global. SMALL WORLD IIR (Fred Davis) -- 7 or 8 players, 48 SCs, Global. (These two are nearly twins.)

5. DUAL SPACE (Fred Davis) -- 7 players, Europe extended, several sea spaces overlap, giving fleets greater mobility. (Another version, called `Overlapping Spaces', has been designed by Martin Janta-Polcyznski.)

6. WOOLWORTH II-A (Glen Overby) -- 5 players, but 10 Powers, five of which operate secretly on a map of Europe. 39 centers.

7. MIDDLE EARTH VIII (Lewis Pulsipher) -- 7 players, Tolkien variant. One of the better balanced ones. Double and triple armies.

8. DIADOCHI, IMPERATOR I, TRIUMVERATE (Dick Vedder) --- 3 games played on essentially the same map, which is basically a map of the Roman Empire. 5 or 7 players, some Double centers. Imperator rules don't work, but others are excellent.

9. CLINE 9-MAN (Robert Cline et al) --- 9 players, Europe extended to include Barbary States and Persia.

10. ABERRATION III (Rod Walker) -- 9 players in Europe, using completely different Powers. 54 centers. You can build in any center you own.

Apologies for including so many of my own designs, but I do know them better than many of the others. To quote an old Russian proverb, ``When you die, the man who blows your horn is buried with you.''

(c) VARIATION'S ON A THEME: By Pete Sullivan.

((Reprinted from C'Est Magnifique 55, July 1988.))

In the January 1982 issue of Bushwacker, Fred C. Davis Jnr. published a list of his `top ten' Diplomacy variants. This list was later picked up by Andrew Poole, who published the rules for all ten of Fred's choices (with the exception of Mercator) as the UKVB Variant Package II.

Inevitably, however, Fred's choices don't all gel with me; I suspect every variant fan's choices would be different. Not that that's going to stop me inflicting my top ten on you all. My own tastes tend towards variants with one simply key concept, or to `silly' variants. So, in no particular order (apart from alphabetical):

ABSTRACTION II (Fred C. Davis Jnr). Quite possible the best-designed variant of all time. The basic scenario is the same --- World War One Europe, seven Great Powers ---- but the redesigned map and the Davis Army/Fleet rules (which allow fleets to carry armies `piggy-back', for several turns if required) mean that you have a much more `open' game, and a better balanced one than with Regular Diplomacy. The winter Frozen Regions rule is a right bind when you forget about it(as I did), and as for the exchange of provinces rule, has anyone ever used this in an actual game?

ATLANTICA III (Fred C. Davis Jnr). Map centred on the Atlantic Ocean, which means that Army/Fleet rules are a must. Noticeable for its assumptions that the South won the Civil War. with both the United States and the Confederate States as Great Powers. But what makes the game for me are the rules for `discovering' Atlantic (an additional neutral supply centre) in one of the six possible locations in the middle of the Atlantic. A game I'd like to see tried again in the British postal hobby.

CHAOS II (Michael Feron). All of us have our dark secrets. Yes, I was the man who introduced Martin Lewis to Chaos II. I was in temporary charge of the Variant Bank between rescuing it from Geoff Kemp and handing it on to Steve Doubleday. Martin asked if I knew any interesting variants, and I told him about this one reasoning that if any zine could get 34 players for a game _Vienna_ could. The rest, as they say, is history. For the uniniated, this game starts each player off with one supply centre (and hence one unit) on the regular board. There is also provision for nominating home supply centres and joint wins.

DELUGE (Tim Sharrock). Once again, a simple enough concept --- Europe gradually floods every year until only Switzerland remains above ground by 1908. The winner is the only player with a unit left at the end. It features the inevitable Army/Fleet rules, as well as allowing units to convert from Armies to Fleets under certain conditions. As the board gets increasingly flooded, this can be very useful! A very paranoid game at the end, as often a player will have to decide who to throw the game to. Andrew Poole has produced a series of maps showing the state of the board at the end of each year, which is a very useful player (and GM!) aid.

DOWNFALL X (Richard Egan and Martin Lewis). In the beginning, there was Hartley Patterson who designed a Tolkien variant called `Downfall of the Lord of the Rings and the Return of the King'. There were a couple of other versions, but it was not until the Viennamob hit the hobby that Downfall re-designing became the `in' thing for all hip and dudey variant fans. This tenth version is probably one of the best, if only because it has the potential for solving the inbuilt imbalance of ay Tolkien scenario. It uses different `victory points' for each power, which can be fine-tuned in the light of further games. It also features somewhat less of the atmospheric but fiddly `chrome' which afflicted `Definitive' Downfall and Downfall IX.

RATHER SILLY DIPLOMACY II1/2 (Jeremy Maiden, Dave Thorby and Peter Sullivan). Ghod, do I really want my name associated with the likes of Maiden and Thorby? It is the considered opinion of such hobby luminaries as Richard Walkerdine and Conrad von Metzke that this variant is unplayable (or, to me more accurate, un-gmable). This despite the fact that Brian Creese has a run a game to conclusion, and mine and several others' games are well on their way. The trick is, when you find a rule which makes things awkward to gm, you use gm fiat to remove it and replace it with an even sillier (but easier to run) rule. It also helps if you have players who don't really understand what's going on (or in extreme cases have never seen the rules) as this means they're very unlikely to protest about gming errors.

SACRED RHINOCEROS II (Michael Liesnard). Spotted by yours truely in the darker recesses of the UK Variant Bank, but not ever played in Britain. The idea is that each player has an allied African tribe. These each have one `tribal symbol' unit (a `Sacred Rhinocerous') in Africa which supplies an additional native Army for use in Europe. (Africa is totally separate from the ordinary board.) If a tribal symbol is dislodged and disbanded by the other tribes' symbols, then `the Sacred Rhinocerous has lost his Horn' and the associated army in Europe is destroyed. A nice `minimal change' variant with scope for unusual play.

SLIGHTLY DEMIURGIC DIPLOMACY I (Nick Kinzett). A.K.A Revenge of the Master Rulechanger. Quite simply, a game in which the players can vote to change the rules. Each turn, each player proposes a rule change. These are then voted upon, and any that are passed by a majority vote become Rules of the Game until further altered or rescinded. A great deal of scope for mixing up rules from other variants, or just getting plain silly. Nick has yet to respond to my suggestion that we should do the voting by proper multi-member Single Transferable Vote...

VAIN RATS (Richard Sharp and Steve Doubleday). So called because it's a mixture of variants. Each player has one (or, in most versions, two) special powers chosen from a list at the start. These vary from version to version, but normally include things like Petrol Rationing (allows multiple moves), Evil Eye (may re-order another player's unit), Leper (can give `leprosy' to units it meets, killing them), Double Armies and so on. Usually won by the player who chooses the best special powers at the start and makes the best use of them.

WOOLWORTH II-D (Glen Overby and Fred C. Davis Jnr). Ten Great Powers (Regular plus Spain, Scandinavia and the Balkans) but only five players. Each player controls one `public' power and one `private' power, which gives lots of scope for double-dealing as well as the problem of how closely to co-ordinate your two powers (too much and you'll give the game away!). An increasingly popular variant over the past few years, and rightly so. The name arises becauses when the Woolworth stores were originally founded in the USA. all their goods were sold at either 5c or 10c.


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