The Game of Diplomacy
by Richard Sharp
9 ITALY
With
Italy we come to the exception - the one area in which it is generally agreed
that the admirable balance of Diplomacy breaks down. Italy does not have as good
a chance of winning as the other six countries. Results of completed postal
games are unequivocal: in Britain, Italy has won twenty-three out of the first
303 - less than half as many as Russia, and five less than the next worst
country, Turkey. In the most recent American survey I have seen (spring 1977),
Italy had won fifty-four games out of 774, again less than half as many as
Russia and nineteen less than England and Turkey in joint fifth place. These
results are impressively consistent, Italy winning almost exactly seven per cent
of games in both countries.
In
face-to-face play, although no records are kept, my impression is that Italy
fares even worse: I did once win such a game with Italy in rather a lucky
fashion, having a fifty-fifty guess to make on the last move to beat Russia in a
two-country ending. But apart from that, I have never played in a face-to-face
game that Italy won, not counting one that was conceded at an absurdly early
stage. (It was opening-time, of course.)
There
is a small compensation for this in Italy's good survival record - if you draw
the green pieces you are less likely than anyone except France to be eliminated
early (1904 or before), and more likely than anyone except France and Turkey to
survive to the end of the game. But all too often it's a lingering death,
battling on for years with one or two units; I have no evidence to back this up,
but I'm sure Italy is more likely than any other country never to progress
beyond four units. Certainly it's happened to me often enough. I must confess
that I approach the problems of playing Italy without enthusiasm; though my
record in postal games - a four-way draw, an equal third and a fifth - is
probably better than average, it's hardly inspiring. In a high-standard game, I
would put Italy's chances of winning at zero, I'm afraid.
POSITION
We
need not look far for the reasons for Italy's poor showing. Its position
combines the defensive weaknesses of the other central powers, Germany and
Austria, with the slow development and limited attacking range of the corner
ones, Turkey and England. Admittedly you have a certain build in 1901, since no
one can challenge for Tunis white the likelihood of a determined attack against
Venice is extremely remote. But Tunis is a dead end of the worst kind: if you
take it with a fleet you give up control of the Ionian Sea, and if with an army
you must waste a valuable turn getting the army back into play again. Beginners
who take the English map at its face value and allow army movement between Spain
and North Africa are wrong, but they certainly give Italy a better chance. And
if there is one change I would like to see to the rules of the game - the only
one - it's that Italy should begin with a fleet in Rome, rather than an army.
This not only allows Italy to make a play for Greece without abandoning Tunis,
thus opening new fields for negotiation with Austria, but it indirectly helps to
strengthen Austria's position as well, by greatly reducing the possibility of an
early attack from Italy. Possibly it may strengthen Austria too much - in the
experimental face-to-face game I played with this modification, Austria won,
though Italy at one time looked like doing so.
Against
these disadvantages, Italy has two things going for it. First, it is strong
against an early attack, and in fact is unlikely to be attacked until one or
other of the two three-sided battles going on elsewhere has produced a winner.
More positively, it shares with Germany and Russia the ability to go either side
of the stalemate line, though this theoretical advantage is hard to demonstrate
in practice. Still, it is true that once Italy gets into a possible winning
position, it is harder to stop than most. It's setting up the chances that's
difficult.
TARGETS
The
most usual power-base for those rare occasions when Italy can go for a win
consists of three home centres, Tunis, Trieste, three Balkan countries (not
Rumania), and two Turkish centres (not Ankara). This group of ten centres gives
Italy good prospects: he is secured against naval attack from the rear and can
develop in both directions: he might finish mopping up in the east by collecting
the rest of Austria plus Rumania, Ankara and even Sevastopol, then add
Marseilles, Spain and perhaps Portugal (though Portugal is always difficult). Or
he may be fortunate (or skilful) enough to seize and hold the Mid Atlantic with
chances for Brest and Liverpool. But there are some formidable mountains to be
moved before he can start wondering where the eighteenth centre is coming from.
One
thing emerges clearly from that analysis of 'targets' for Italy: the obvious
strategy to move Italy in the right direction is an alliance with Russia against
Austria and Turkey. More of this later.
OPENINGS
Italy
is on record as having tried thirty-two different openings in British postal
games. Considering Italy's highly inflexible opening position. this is
remarkable; it is, however, a sign of despair rather than of genuine choice.
The
most popular start, seen in twenty-three per cent of games, is the Tyrolia
Attack: A(Ven)-Tyr. A(Rom)-Ven, F(Nap)-IOS. Traditionally this is played as an
attack on Austria, though in recent games some inventive Italian players have
chosen to make Germany the surprise target, a policy which has obtained good
results. For once, the majority are right: if you can get away with it, this is
far and away your best chance of obtaining a good position fast enough to make
full use of it. It should be combined (for anti-Austrian purposes) with a
Russian move to Galicia. If all these succeed, you have a potentially
devastating attack ... and with so many Austrias favouring the feeble Trieste
Variation of the Balkan Gambit, all the moves will succeed in a majority of
non-expert games.
If
Austria has played his suicidal variation, you have several good choices open in
autumn 1901. Perhaps the most promising is A(Tyr) S A(Ven)-Tri, F(IOS)-Gre;
admittedly this could occasionally lead to your not getting a build at all (if
Austria plays the strange defence of supporting Trieste, attacking Greece and
letting Russia do his worst). It works very well though against the routine
Austrian manoeuvre of abandoning Trieste and making 'sure' of Greece - you
induce Turkey to attack Serbia, and now if Russia guesses right Austria makes a
removal, and is booked for departure in 1902. If you cannot count on Turkey, it
is better to take Tunis, no doubt.
Note
that this is not one of the common cases where the 'international' attack works
better than the one-country one: A(Tyr) S RUSSIAN A(Gal)- Vie is a clear
mistake, since if Russia needs the support it will be because Austria has
ordered A(Tri)-Vie, in which case you don't get Trieste and Austria is more
likely to defend Vienna than Budapest, for reasons discussed in the Austrian
chapter.
The
time to switch your attack against Germany is when Russia has let you down. With
no Russian army in Galicia, your prospects are far less inviting: make your
peace with Austria as best you can, and enlist French assistance for an attack
on Munich. Germany, of course, should see this coming; but so inured do players
become to the sight of an Italian attack on Austria that the switch quite often
takes them by surprise. In all these cases, you are hoping to build A(Ven), with
F(Nap) as the second choice.
The
big problem is that it may become clear during the pre-game discussions that the
attack will fail. If Germany tells you that he will stand by Austria, it is
crazy to go through with the plan - you will just have to make the best of a bad
job and look somewhere else. Some players try the strategy of accepting
Germany's ultimatum then attacking anyway: this may work all right when Germany
gets careless and deserts Munich in spring 1901, but a good Germany will stay in
Munich just in case! If this happens, you are in terrible trouble, especially as
Germany will surely go to work on Russia as well, and you will find yourself
without assistance.
In
considering the other popular Italian openings, we come up against a recurrent
problem: the many stand-off possibilities in Tyrolia and Trieste mean that
openings which appear different are really not so. The official second-choice
opening is A(Ven) stands, A(Rom)-Apu, F(Nap)-IOS, with a frequency of seventeen
per cent; but this is effectively identical to the variation in which A(Rom)
goes to Naples. As the intention is a convoy to Tunis, the only difference
between the two occurs when Austria attacks Italy, as now A(Nap) cannot support
Venice. And no doubt a large proportion of the A(Ven)-Tri versions can also be
regarded as identical, with an agreed stand-off in Trieste.
All
these can be loosely grouped together as versions of the Lepanto Opening, which
overall is probably the most popular system for Italy. I prefer to call it a
system rather than an opening, as the same result can be achieved in a variety
of ways.
The
opening is well named for the Battle of Lepanto (1571), the last great sea
battle of the age of the galley, in which mainly Italian and Austrian forces
under Don John of Austria smashed the Turkish stranglehold on the eastern
Mediterranean area in a great naval victory off the Greek town of Lepanto. This
is exactly what the Diplomacy-board Austria and Italy are trying to do, and
their co-operation can be the most effective counter to the Russo-Turkish
'juggernaut'.
The
plan is for Italy to occupy Tunis with an army in 1901, build a fleet in Naples,
then move F(IOS)-EAS, F(Nap)-IOS, with a view to convoying A(Tun)-Syr in autumn
1902. (This is not precisely what happened in 1571, but never mind.) If
everything goes to plan, it can be most effective; certainly it works better for
Italy than for Austria. This indeed is one of its drawbacks - why should Austria
prefer to be surrounded by Italian fleets rather than Turkish ones? A common
sequel is for Italy to obtain a firm grip on Turkish soil, then come at Austria
from both sides; as the essence of the system is that Austria abandons all
claims to any naval parity with her ally, she is hopelessly placed to defend
against this betrayal.
A
more serious drawback to the Lepanto occurs when Turkey has ordered F(Ank)-Con
in spring 1901; now an all too likely continuation is F(Con)- AES, build F(Smy)
and Italy is not going to take EMS, now or later. But if Turkey dithers around
with F(Ank) stands or defends with F(Ank)-BLA, the Lepanto holds out great
promise.
The
most dramatic version is the Key Lepanto, named after an American
player, Jeff Key. This is a supremely strong opening for Italy, whose
only drawback is that it requires
some very unlikely co-operation from Austria.
The opening moves are F(Nap)-IOS, A(Ven)-Tri, A(Rom)-Apu/Nap - total
frequency under six per cent, and no doubt some of these were stand-offs
or surprise attacks on Austria. The idea is that Austria allows Italy
through Trieste; typically, in
autumn 1901 Austria orders F(Alb) S A(Ser)-Gre (in-
stead ofvice versa, as is normal) and Italy convoys to Tunis and orders
A(Tri)- Ser. How any Austria can
bring himself to play this variation is beyond me,
but it's a fact that some do. The perils are horrific.
In
the first place, Austria has no guarantee that Italy will not back up
A(Ven)-Tri with A(Rom)-Ven - indeed, this is three times as popular as
the 'correct' Key moves! If Russia has moved to Galicia as well, Austria
can say goodbye to the game. Even worse is the fact that in autumn 1901
Turkey can and should order A(Bul)-Ser : this keeps Italy in Trieste,
allowing Italy to stab Austria
effectively while doing exactly what Austria asked him,
an ideal state of affairs! Obviously Italy can set this up with Turkey in
advance: his position, tactically and diplomatically, is superb.
It
follows that Austria should move A(Vie)-Bud, if he must allow the Key
Lepanto at all. Now he can make sure Italy has no excuse for not vacating
Trieste - he will support the Italian A(Tri)-Ser in the autumn. But once
again Italy has the best of both
worlds: he can arrange with Turkey the beautiful
stab A(Tri)-Alb, A(Apu)-Gre C by F(IOS) and S by TURKISH A(Bul)!
The attack on Albania cuts the support for Austria's A(Ser)-Gre, so that
the Italian move succeeds: Austria has gained Serbia for the loss of
Trieste, building nothing, while
Italy builds two and Turkey one - again, a perfect
position for Italy.
Clearly,
then, Italy has everything to gain from the Key Lepanto: it is a rare case of
'heads I win, tails you lose'. It is not necessary to cheat from
the outset with A(Rom)-Ven; better to do as Austria asks, and base your
autumn 1901 decision on the position between Russia and Turkey. If they
appear to be friendly, stand by Austria; if not, ally with Turkey.
The problem is that an astute Austria may well offer a Key Lepanto as F a
means of insuring himself against the Tyrolia Attack: the despised Trieste F
Variation works well if Austria knows that Italy is going to open A(Ven)- F Tri.
The
most popular of the remaining openings for Italy is A(Ven)-Pie, A(Rom)-Ven,
F(Nap)-IOS, with a frequency of fifteen per cent. I believe this is the opening
I sneeringly characterized in an article as the Alpine Chicken, because it shows
the desire to attack Austria unsupported by the courage to go through with it. I can see few good points
about this one, unless Austria is
an exceptionally weak or gullible player. It is transparently clear o that Italy
is at least thinking about an autumn stab - A(Ven)-Tri, A(Pie)-Tyr, F(IOS)-Tun -
and hopes that Austria will be lulled into carelessness by the 'anti-French'
A(Ven)-Pie. Considering that the move to Piedmont will certainly cause France
some anxiety, the opening can indeed be called anti-French; but if an attack on
France is the object, why on earth not start with F(Nap)-TYS? Normally it is an
advantage for an opening to be ambiguous, but in this particular case it seems
to me that you annoy everyone without much prospect of material gain from your
tactlessness. I must admit that the first time I saw this opening played - in a
postal game I was running in Dolchstoss, l973-DM - the fifteen-year-old beginner
playing Italy went on to become one of the very few Italian commanders to have
notched up a hat-trick in 1901, capturing Tunis, Tnieste and Marseilles. But of
course this left him without many friends, and Italy finished an undistinguished
fifth despite this brilliant beginning. If Italy does want to go for the magic
three builds, a better way is via the Tyrolia Attack (a much older and wiser
Italy recently scooped Tunis, Trieste and Munich in a Dolchstoss game,
coincidentally with a matching Boardman number, 1977-DM). Abusing the Key
Lepanto can also produce three builds, of course.
The
authentic French Attack, A(Ven)-Pie, F(Nap)-TYS, with a variety of choices for
A(Rom), has a total frequency of around seven per cent. The Roman army can go
either to Tuscany or Venice; a minority allow it to stand. The move to Tuscany
is, I assume, the product of an attempt to reassure Austria combined with a
desire to move the thing somewhere - I can see no other sense in it, unless
perhaps the idea is to stand off Austria in Venice in the autumn while keeping
Rome free for a build ... but there is never any advantage in building in Rome
rather than Naples. In any event the army will often be convoyed to Tunis, with
a view to keeping the fleet at sea and moving it to the Gulf of Lyons in spring
1902, the idiotically named Western Lepanto.
In
my opinion the early attack on France should only be tried when Germany has
stepped in to prevent you attacking Austria, and has also told you that he is
going to move to Burgundy, and expects to succeed. If all this takes place, the
opening is good. Otherwise, the best way to attack France is with a
pseudo-Lepanto: start with A(Ven) stands (in effect), A(Rom)-Apu, F(Nap)-IOS,
and make your attack in 1902. It is an unfortunate fact that France can see an
Italian attack coming a mile off; it's important to get France firmly committed
in the north before you risk it. I remember years ago writing that it was
'insane' for Italy to attack France, a view I hereby retract - it's sane, but
it's very difficult.
Minority
openings for Italy include such grotesque aberrations as F(Nap)- Apu, A(Rom)-Tus,
A(Ven)-Tyr; only a man in the last stages of Italian ennui would venture this
one.
Because
the overall picture is so unclear, due to the many near-identical openings
available, it may be useful to summarize the popularity of different individual
moves.
The
fleet goes to IOS seven times out of eight; this is clearly superior to
moving it to TYS, which should only be done when a fast attack on France
is planned. The Roman army goes to Venice well over half the time, either
to follow up an attack on Austria or to guard against an attack from
Austria (not very likely). Apulia
accounts for over a quarter of this army's moves
(the move that characterizes the Lepanto system), with Tuscany (weak),
Rome (weaker) and Naples (downright bad) accounting for the rest. Note
that A(Rom)-Nap has one clear disadvantage and no apparent advantage
compared with A(Rom)-Apu, while A(Rom) stands is equally inferior to
A(Rom)-Tus.
The
move of A(Ven) is usually the critical one. When it goes to Tyrolia
(which it does more than a quarter of the time) it usually signals an
attack on Austria, though if not
backed up by A(Rom)-Ven it may have Germany
as the first-choice target. When the army stands - a little less frequent
- some sort of Lepanto arrangement
is likely; when it goes to Piedmont, which is
the second most popular, it may be either the genuine attack on France
or, if backed up by A(Rom)-Ven,
F(Nap)-IOS, the 'Alpine Chicken'. The direct
move to Trieste is rather less common, and will be either the Key
Lepanto (with A(Rom)-Apu) or a stab (with A(Rom)-Ven). The move
to Tuscany is rare, for reasons that are easily understood; but the interesting
A(Ven)-Apu, A(Rom)-Ven combination has surprisingly never
been tried at all. Obviously this can produce an identical position to
A(Rom)-Apu, A(Ven) stands, but with the extra possibility of a stand-off
in Venice. Perhaps with the
increasing use by Austria of the Hedgehog move
F(Tri)-Ven we shall see this opening adopted as the modern form of the
Lepanto.
FRIENDS
AND ENEMIES
Italy
can reasonably negotiate with any country on the board from the start;
the trouble is that they will all have troubles of their own, and what
you have to say may not be of much
interest to some of them.
This
is certainly true of England. No doubt he will welcome it if you do
offer to attack France in 1901; but he is unlikely to allow this to
influence his own decisions -
indeed, he may even decide that this makes it safer for
him to play the Northern Opening, on the grounds that France will have
to defend himself and will be in no position to exploit England's weak
southern flank. Do not, therefore,
consider an early alliance with England against
France; though you may by all means keep the possibility on ice for
later. France's configuration is
such that England will probably do better out of
the struggle than you will; and since your object in attacking France is
to control the western end of the
Mediterranean and seize the Mid Atlantic it
is clearly self-defeating to replace one strong naval power with another,
even stronger one. However, an attack on France by England would be
beneficial to you - so if he offers, accept ... and do nothing! He's too far
away for effective reprisals.
Germany
is a much better ally for you if you intend to attack France; and as we have
already seen this partnership is likely to grow by necessity if Germany opposes
your evil designs on Austria. When the joint attack coincides with an English
move north against Scandinavia and a premature attack by France on England,
things are really going your way: you are much better placed than Germany when
it comes to carving up France, and Germany cannot muster enough rapid naval
development to oppose your grab for the Atlantic. When played with sufficiently
ruthless zeal, this attack is highly favourable to both Italy and Germany, and
is second only to the Russo-Italian alliance as a method of gaining a lot of
ground fast and looking for a win. Germany will usually be favourable to the
scheme; but there is a drawback. Because Germany will often want to leave a unit
in Munich to defend Austria, he is likely to offer to move to Burgundy, then go
behind your back to France and arrange a stand-off there. Now, if you have
committed yourself with a violent anti-French opening, you are out on a limb,
and Germany can throw you to the wolves and go about his own plans. You will
have some tricky diplomatic decisions to make here: perhaps France will 'leak'
the stand-off arrangements to you, in the hope of deterring you from attacking
him at all ; or perhaps, scenting something nasty in the wind, he will insist on
a stand-off over Piedmont. It may often prove wisest to defer an anti-French
move until 1902, by which time you will have been able to reassure Germany that
you have no plans to invade Austria.
Relations
with France are usually quite cordial. He will be hoping to see you move to
Tyrolia, partly because this may lead to a combined attack on Germany, but more
because it means you can't make the embarrassing move to Piedmont. He may, as
mentioned above, demand a stand-off in Piedmont, which is good from his point of
view: if he does, your best bet is to make a virtue of necessity and play A(Ven)-Pie,
A(Rom)-Apu, F(Nap)-IOS, yet another branch of the Lepanto tree which is
occasionally seen. Incidentally, I had an odd success with this line as France:
I arranged with Italy in a postal game to stand off in Piedmont, then we later
changed the arrangement but I (genuinely) forgot to change my orders! As a
result I entered Piedmont, a most inconvenient thing to happen; so, making the
best of it, I kept on going - Tyrolia in the autumn, violating the
demilitarization pact agreed by Italy, Germany and Austria (they forgot to tell
me!), Bohemia in spring 1902. This is probably the earliest recorded
Franco-Italian alliance against Austria.
France
may offer to support you to Munich in autumn 1901 if your move to Tyrolia
succeeds; this could be handy if Russia lets you down, but it should only be a
second string. Usually France's plan will be to persuade you to keep out of the
Piedmont-Gulf of Lyons-Tyrrhenian Sea area; he will promise not to build in
Marseilles, hoping that you will get bogged down in the east, as so often
happens, and that he will be able to conclude his western business
satisfactorily and move against you in force by about 1905-6. You will have to
keep a constant eye on him; if you go east in the early stages, your primary
objective is to be able to turn and face France before he is ready. If you fail,
the best you can hope for is to set up the familiar stalemate line down your
western seaboard and play for a draw. If France once gets the Tyrrhenian Sea, your
chances of a win have almost certainly gone.
In
the east, Russia is your main hope. If you can get him to agree to an alliance
against Austria, and if Germany and Austria can be swindled into letting you
launch a fast attack, you are undoubtedly on the right lines for a win. As I
mentioned in the 'Targets' section of this chapter, Italy can expect to gain at
least six centres from this alliance - rather more than Russia, who can of
course gain extra ones elsewhere without your direct assistance. If the attack
achieves surprise, it can progress very quickly - these are the games which see
the departure of Austria in 1902-3, followed rapidly by Turkey. Russia wins most
of them, but there is no reason why you should not win with Italy if you get the
timing right and keep a careful eye on your oversize ally at the period when he
is most likely to stab you - the moment when you have secured your rear and turn
against France. Very rarely indeed should you try to stab him: he's too strong,
and you will surely fail. All the advantages are in his favour, and you must
hope that England or Germany will be able to curb him in the north, enabling you
to make some headway against France while their attention is distracted against
the more obvious threat.
The
time you should stab Russia is when he does too well in the north; now he is
headed for a runaway win, and you will have to try it. The best way, oddly, is
through Armenia; attacks against the centre will not usually get beyond Vienna
and Budapest, because Russia's defences in that area are going to be very
strong. I must admit that the alliance with Russia is going to produce more
seconds than wins; but then, second place is a lot better than most players of
Italy get.
Your
best chance of a win will come when Austria lets you play a Key Lepanto, and you
ally with Turkey to stab him. This is likely to produce a bigger jackpot than
the Russian alliance - the whole of Austria should fall into your lap fairly
quickly, along with Greece and Serbia; then the Lepanto formation gives you
ample opportunity to turn on poor old Turkey before he knows what's hit him. I
am prepared to state with confidence that if any Austria ever lets me play this
opening, I will win; I feel equally confident that I shall never get the chance
to prove it, alas.
Except
in this one rapturously happy case, relations with Turkey are not usually good.
The Ionian is to Turkey as the Tyrrhenian is to France: a key area, the capture
of which is as good as a supply-centre. The Ionian is Turkey's gateway to the
west, which he must control to have much chance of winning. While Turkey
survives, his naval strength is likely to be so menacing that you are not able
to turn to face the French. Turkey's corner is your corner - you need it as a
safe place to rest your back. Very often Turkey and Italy bring about each
other's downfall, reaching a deadlock in the Mediterranean which neither dares
abandon to try elsewhere. He's got to go. Whether you start with an alliance
with Russia against Austria then move on to Turkey, or whether you start with a
Lepanto and take Turkey out first, it's going to be him or you most of the time.
Finally,
there's Austria, the man in the middle, the Great Target. He knows you'll be
gunning for him, drooling over the prospects of an easy push through Trieste to
the Balkans. Everything depends on what he does. If he's not very bright he'll
say, 'Please don't attack me - let's be friends.' This is easy, and you walk
straight in. He may invite you to move through Tyrolia with a view to attacking
Germany: beware, this is surely a trap, and you should decline politely (that
attack only works when no one knows about it). He may offer you a Lepanto - now
you will have to consider most carefully whether to go through the motions,
playing it by ear, or to attack him from the start, hoping he's trusted you. Or
he may, conceivably, offer you a Key Lepanto, in which case you can ring up the
Dorchester and book a private room for the celebration dinner.
If
Austria and Italy can find a way to neutralize the constant dangers of their
common frontier - and it takes some doing - they can form a powerful team. The
alliance usually works rather in Italy's favour, because of the difficulty
Austria will have in maintaining naval parity; but Italy can sometimes find
himself saddled with the lion's share of the arduous reduction of Turkey, while
Austria makes faster progress against Russia.
Of
all the countries on the Diplomacy board, Italy is the best suited to 'alliance
play'. Don't try to box clever, as you would with another country, playing
offal! six ends against the middle; this only succeeds when everyone needs and
values your help, and Italy is likely to be almost ignored as the big boys sort
each other out. Work hard to find an ally, convince him of your enormous value
to him against five other players who hate his guts, and - for once - stand by
him. Even on this basis, Italy is a difficult country to play, so why make it
impossible by double-crossing everyone in sight? For Italy, getting cute is an
invariable prelude to getting dead.
I
dare say this has been a rather depressing chapter, especially if you have just
drawn Italy in your first postal game and are wondering what to do about it.
Well, I'm sorry, but there it is. I don't enjoy 'alliance play' very much - any
fool can keep an agreement, but it takes an artist to break one skillfully. I
can only suggest that you mentally settle for second place, with a reservation
at the back of your mind that you just might get lucky: your ally may break his
neck or emigrate to Cambodia or get sent down for fifteen years for saying in
public that black and white are not the same. In that case, you might win - or
you just might be a brilliant player who wins anyway. Otherwise, second place is
a whole lot better than seventh, and you can always sign up for another game.
It's 48-I against drawing Italy twice running.
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