======================================================================
@@@@@@@@@@@@      @@@@@@@@@@@@      @@@@@@@@@@@@@@    @@          @@    
@@``````````@@    @@``````````@@    @@``````````````  @@@@      @@@@``
@@``        @@``  @@``        @@``  @@``              @@``@@  @@  @@``
@@@@@@@@@@@@  ``  @@@@@@@@@@@@  ``  @@@@@@@@@@@@      @@``  @@  ``@@``
@@````````````    @@``````````@@    @@````````````    @@``    ``  @@``
@@``              @@``        @@``  @@``              @@``        @@``
@@``              @@@@@@@@@@@@  ``  @@@@@@@@@@@@@@    @@``        @@``
  ``                ````````````      ``````````````    ``          ``
======================================================================
A Fanzine for Free Computer-Moderated Play-By-Electronic-Mail Wargames
======================================================================
volume 94, number 4                                      july 17, 1994
======================================================================
Greg Lindahl, Editor                                 gl8f@virginia.edu
======================================================================
    World Wide Web: http://fermi.clas.virginia.edu/~gl8f/pbm.html
======================================================================

Table of Contents:

Opening Stuff

   o  The Editor's Corner
   o  Short Summary of Available Games

Articles

   o  Ship Design in Galaxy and Blind Galaxy            Howard Bampton

Regular Features

   o  Game Descriptions & Information
   o  Archives and subscriptions by email
   o  Hints regarding sending electronic mail to other networks
   o  What's this "ftp" thing anyway?

======================================================================
The Editor's Corner
======================================================================

Helping with my quest to find out the relative sizes of all PBEM
games, Kerry Harrison went and scoped out Diplomacy on CompuServe. He
found that there are 2 'zines there containing a total of 33
games. This compares to some 276 games active on the various Internet
Judges, or about 1/8 as many. 

I posted a message a few weeks ago to rec.games.pbm asking if folks
thought that I should cover commercial PBEM games as well as
non-commercial games, or perhaps even snail-mail games. My major
concern is that I do not receive many articles, yet there seems to be
fairly substantial readership for the magazines. If you have any
thoughts on the matter, please send me email.

-- g

======================================================================
Short Summary of Available Games (full information down below)
======================================================================

Atlantis 1.1 --- open-ended strategic fantasy game, with 88 players.

Celestial Empire --- a more complicated space-opera game. There are 2
games running. New games start occasionally. Dougal Scott is looking
for a moderator to take over running these games.

Diplomacy --- Play Avalon Hill's Diplomacy boardgame by email. On
April 15, there were 1000+ players involved in 276 games, with new
games starting frequently on several fully automated email servers.

Galactic Conqueror (German language) --- An economic/strategic
space-opera game, with fancy interface programs available for PC's and
Atari ST's.

Galaxy / Galaxy/2 / Galactica / Blind Galaxy --- An economic/strategic
space-opera game. There are 200+ players involved in a twenty or so
games. New games start occasionally.

Republic of Rome --- Play Avalon Hill's Republic of Rome boardgame by
email, using an automated server.

Star Empires --- A simple strategic/economic space-warfare game. Fly
around the galaxy, maim your enemies, capture their planets, and
produce more ships to maim the enemy with, etc.

Sports Simulations --- a variety of different electronic leagues are
available. Each game generally has one or two seasons per year.

Decentralized games --- a couple of games are available which are
designed for a few players, and the moderation programs are available
so you can run your own games.

For more information on any of these games, please wade through the
"Game Descriptions and Information" section below. It lists ftp sites
and the addresses of the moderators. The sports simulations and
decentralized games descriptions are located in the "PBM List", which
is a separate document available at the FTP sites.

======================================================================
Ship Design in Galaxy and Blind Galaxy                  Howard Bampton
======================================================================

This article is intended for the beginning to semi-experienced Galaxy
player. Experienced Galaxy players have no doubt already thought about
all the details that this article mentions, and have made their
decisions on the subject. Since in many cases there are no "correct"
answers, I have generally refrained from doing anything besides
pointing out the pros and cons of both sides of the issues.

There are 4 general duties that a ship is typically expected to
perform: Cargo runs, picket duty, commerce raiding, and offensive
duty. Although a single ship design can be used for several of these
duties, a multi-duty flexible single design does a worse job at each task
than a ship specialized for just one job.

Cargo ships

There are several schools of though on cargo ships: "single cargo
space and drive", "large cargo space and drive", and "armed
freighters".

Single cargo space and drive cargo ships are typically (1 0 0 0 1), or
sometimes (x 0 0 0 1) (with x=2, 3, or 4). The general concept is: we
want something fast and cheap. With all drive and cargo, we aren't
wasting production building shields or weapons that we don't want them
to use in the first place, and we aren't slowing our ship down by
carrying them around. An additional advantages is that they are
inexpensive, and so we tend to have hundreds of them. Furthermore, we
can afford to send them unescorted (or lightly escorted) to systems
that we'd like to claim, but where they could run into resistance. In
a last ditch defense, they make OK cannon-fodder, albeit expensive to
lose. Since there are lots of them, we have great flexibility in
moving cargo around: if we have 5 CAP here, 3 COL there, and some MAT
somewhere else, we can move it all.

The downside to this kind of cargo ship is that if we are attacked, a
large part of out merchant marine can be knocked out by a single small
enemy warship. These ships also don't have the bulk carrying capacity
that larger cargo ships do.

Large cargo ships (say mass 20+, with 10+ spaces for cargo) also have
their pluses and minuses. On the plus side, they can carry a lot of
cargo, and do it cheaper than a horde of smaller ships. On the minus
side, it is often difficult to keep them full. When loaded, they tend
to be very slow, unless we have high drive tech, invest in cargo tech,
or have sizable engines on them. They are large enough that putting a
weapon on them isn't a total waste of time, but shielding them is not
easy, especially when loaded. Remember that shield strength is a
function of the ship's mass, which includes cargo. Losing a large
freighter is very expensive, so they tend to be sent only to
well-defended systems.

In order to keep their cargo ship losses down, many players build
armed freighters. They typically have minimal cargo space (1 or 2),
light weapons (1 or 2 as well), reasonable drives (4+) and some
shielding. Some players will further tweak the shields so that the
cargo ship is immune to strength 1 attacks (i.e. the effective shield
strength when loaded is at least 4).

Picket duty

Picket duty consists of guarding an empire's borders. Designing
picketing forces is one of the most difficult tasks in Galaxy. Too
weak a force, and we are asking for invasion. If we have too much of
our economy invested in picketing forces, we cannot field an effective
offensive fleet, which will cause us to lose.

There are 3 or 4 types of picketing forces: orbital forces; slow,
heavily armed and shielded warships; obsolete warships that have not
or will not be upgraded; and normal warships.

Orbital forces (all shields and weapons) have the best bang for the
buck (no drive or cargo mass to lower shield strength), but can't
move. Furthermore, they allow the enemy to make some educated guesses
about the size of the system: a 100 mass orbital fort is a dead
giveaway that it is a homeworld. We can do some things to confuse the
issue, such as building some forts with mat stockpiles handy, or
upgrading some ships at the system at the same time.

To overcome the problems of orbital forts, a few players build
slow-moving warships (typically < 25% drive). They have drives, so we
can move them from system to system as needed, but they still pack a
sizable punch.

It is common to use old, obsolete warships as pickets. These ships
could be awaiting upgrades, or could be too expensive to upgrade.  The
most common picket forces, however, are warships that we have not yet
deployed for offensive duty.

Commerce raiding

A commerce raider's goal is to get cheap kills of the enemy's cargo
ships and systems.  We want to bomb unguarded systems, and prevent
(re)colonization of others. Depending on our enemy's tactics, commerce
raiders doing the later job can end up being attacked by his bigger
commerce raiders engaging in the same activity.

There are 3 varieties of commerce raiders that are typically found in
Galaxy games. The most common is a small, normal warship, which is
often called a fighter. The second variety is a fast, lightly armed,
unshielded warship. Typically, we want to catch systems that the enemy
has lightly defended (single fighter, or no armed warships), or
prevent him from sending unarmed freighters to a system. The third and
most devious variety is a medium-sized (or larger) fast, lightly
armed, and heavily shielded ship. This raider is less concerned with
taking out the opposition's ships, and more concerned with bombing
systems. This third design philosophy exploits two of Galaxy's
documented quirks, namely that combat ends when neither side can
damage the other (so the enemy raider could destroy all our unarmed
cargo ships, leaving our picketing force largely untouched), and
that bombing occurs if a hostile force has a ship in orbit after
combat, even if we also have ships left. Don't be surprised by these
quirks.

Offensive operations

Given that Galaxy is a wargame, we might think that offensive ship
design would have been worked out to the last detail and everyone
would be running around with the same ships as everyone else. Well,
we are out of luck: it is still an art. Some general conclusions have
been reached concerning what we should and should not do:

Our offensive ships should move roughly the same speed. Fleets remove
the dangers of having half our forces arrive this turn and half next
turn, but it is better to have all our ships moving about the same
speed so we aren't wasting production making extra drive when we could
be making heavier shields or weapons.

What speed should our fleet move? Alternately, we could ask what
percentage of the ship's mass should be drive? This question is
something that has not been decided, either. It is safe to say that
going below 30% drive, or above 50% drive, will have a major effect on
our tech research: going for low drive mass tends to encourage high
drive techs, whereas high drive mass tends to encourage shield and
weapons development. This isn't to say that going outside those
extremes is never done: I was one of the co-winners in a Galaxy game
where my fleet design was 25% drive, roughly 25% weapons, and 50%
shields. Good luck with diplomacy, and, in the later game, some very
nasty flack that the opposition had a hard time killing, probably are
why I got away with it.

Before I go further, I should mention a few definitions of ship
types. A "drone" is the smallest & fastest possible scout, (1 0 0 0 0).
A "gun" is the smallest warship, (1 1 1 0 0). "Flack" is a ship
designed to soak up enemy firepower and make his large weapons waste
their time destroying small ships, while our large weapons destroy
his large ships

Mixed forces are good. A mixed force is a fleet (not necessarily in
the game sense) of groups of different types of ships. A fleet with
all large ships is vulnerable to a fleet of equal mass which has heavy
flack cover and a few large ships. Similarly, a force with no large
weapons can be defeated by a single ship with heavy shields. This
leads players to build fleets with a few large ships (which can have
big weapons, or can have lots of small ones, sometimes called
"shotguns"), lots of small (mass less than 10) cannon fodder (or
flack), and a smattering of ships of sizes in between.

There has been considerable debate in some circles about what
constitutes a good flack design. The obvious (1 1 1 1 0) "fighter"
suffers because it has a poor chance of hitting unarmed enemy flack,
and it has a good chance of dying when shot at by enemy guns.
Similarly, drones (1 0 0 0 0) die a horrible death against an opposing
fleet that has many small guns. Using unarmed flack (say, 1 0 0 2 0)
means that we need to either have lots of medium sized ships with
guns, or build shotguns in order to have enough guns to take out enemy
flack.
 
Should we build any medium sized ships, bigger than flack, but smaller
than 50? Unsurprisingly, there are two sides to this debate. On the
plus side, these ships are cheap enough we can have more than a
handful in a fleet. The down side is that these ships are vulnerable
to a lucky hit from the enemy's anti-flack guns (or even their flack's
guns), and they almost certainly will die when hit by the big guns.

Are very large ships (mass 150+) worth it? Again, there is no
consensus. If we consider the relatively small number of players that
use them, we can say "probably not." Large ships are very good for
spooking other players and can sometimes attack an enemy fleet on
their own and win. On the down side, upgrading them is horribly
expensive, and not upgrading them means that 15 turns later, after
everyone has developed better technology, they can be knocked out by
an embarrassingly small ship. Then there is the spoiler factor: some
players have been attacked simply because someone else saw them
building a 3+ turn-to-complete ship. This factor has something to do
with a temptation of making the enemy waste several thousand industry
for nothing.

General construction policies

If all our systems were the same size, ship designs would be easy:
we'd be able to interchange production quite easily from world to
world. In Galaxy, and even more so in Blind Galaxy, we seldom have
this chance after the first few turns.

So what are we to do? Should we have hundreds of designs tweaked for
the production abilities of each world, or have a smaller number of
ships types and not worry about production lost due to round off?
Certainly both sides have merit. Production capacity varies
considerably, depending on the resources of a system and MAT
availability. For the beginning player, I would recommend settling on
roughly 10 warship designs. Have 2 or 3 large ships customized for
being built at your homeworld. Have your non-flack designs tweaked for
other worlds where you intend to produce them, and don't worry too
much about production round off error for your flack (which you
produce at the other systems).  Once you have become comfortable with
this strategy, you may experiment with having dozens of warship classes.

For reference, in the game I mentioned above with the 25% drive design
scheme, I had a total of 33 ship designs. Of them, 8 of them were
orbital forts (6 mass 99/100, 2 flack-types), 3 were cargo ships, the
obligatory drone type, and 21 warship designs. In the warship designs,
I had 1 "Miscalculated its mass, oops!" type, 1 prototype commerce
raider, 4 designs that were intended for picket duty, 2 types of flack
(1 of which I stopped making after turn 40 or so, and reassigned to
picket duty), and 14 heavy warship designs (7 which were actively
being produced at the end of the game, including 1 mass 300 ship, and
two mass 198 designs).

Conclusion

I hope that this article has pointed out most of the issues that come
up regarding ship construction, at least as far as the ship's
mission(s) are concerned. I welcome comments, either directly, through
rec.games.pbm, or one of the Galaxy mailing lists.

======================================================================
Game Descriptions and Information
======================================================================
  Note: This information grows old. If you are looking at this issue
 from an archive, consult the file "PBM.list.gz" in the ftp archives
		   for more up-to-date information.
======================================================================

FTP Site:	ftp.erg.sri.com          username: anonymous

Directory:	pub/pbm

Contains back-issues of this magazine, source for Galaxy, and rules
for a whole bunch of games.

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

FTP Site:	ftp.cp.tn.tudelft.nl     username: anonymous
Gopher Site:	gopher.cp.tn.tudelft.nl

Directory:	pub/pbm

The same stuff as sri.com, often a little more up-to-date. European
users are encouraged to use this site.

======================================================================

Game:		Atlantis 1.1

Type:		strategic economic/military, fantasy setting
Duration:	open-ended
Turns:		one per week
GM:		jjc@mpa15c.mv-oc.unisys.com
Status:		up and running, accepting new players

Description:

Atlantis 1.1 is an upgrade of Russell Wallace's original Atlantis 1.0
system. Atlantis features multiple faction types, a mostly player-run
economy, simple economics, and a simple combat system. The major
changes are increased movement for ships and mounted forces, and
reduced taxation income. About 88 players are participating as of
July, 1994.

The rules are available from the ftp sites, as are back-issues of the
player newsletter. If you would like to join, read the rules and then
send email to the GM.

Russell has written about half the code for 2.0. If you are interested
in completing it, write him at rwallace@vax1.tcd.ie.

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

Game:		Celestial Empire

Type:		strategic economic/military space-opera
Duration:	close-ended, 30+ turns
Turns:		one per week
GM:		Dougal.Scott@fcit.monash.edu.au
Status:		occasionally starting new games

Description:

Players compete to capture worlds which produce many different types
of resources, of which different amounts are needed to manufacture
various items. The author, Dougal Scott, is running several games, and
he periodically starts new ones.  The rules can be ftped from
yoyo.cc.monash.edu.au in the directory /pub/celemp.  After you have
read them, if you still want to join a game, send your name to Dougal
at the address above. He is also looking for a new moderator to take
over running his games, because he is graduating.

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

Game:		Diplomacy

Type:		email version of Avalon Hill's pure strategy game
Turns:		frequency varies from one per day to one per 2 weeks
                for different games.
Email Server:	judge@morrolan.eff.org     HELP in body of message;
                                           the subject is ignored.

Description:

The Diplomacy Adjudicator is a fully computer-moderated gamemaster for
Avalon Hill's Diplomacy boardgame. To get more information from the
moderator, send email with the word "HELP" in the body of the message
(the subject is ignored) to judge@morrolan.eff.org. There are also
other judges available, but most games are run on the EFF judge. The
diplomacy Hall of Fame is available via ftp from ftp.netcom.com,
directory /pub/starkey.

Diplomacy is probably the biggest PBEM game out there, with 276 games
going as of July 15, 1994. I'd estimate at least 1,000 players are
active in one or more games.

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

Game:		Galactic Conqueror (German language)

Type:		strategic, economic/military, space opera setting
Duration:	typically 25-30 turns
Turns:		typically 1 per week
GM:		hz@zardoz.ruhr.de (Harry Zimmermann)

Description:

Galactic Conqueror is strategic SF-PBeM-Game for up to 50 players.
Each player starts the game with a small fleet of starships and is the
owner of one of several hundred planets. The winner is determined by
an point system which gives points for specific actions each turn.
The first player who reaches a pre-set winning score will be the
winner of the game. Since there are almost no trade options in the
game, player interaction mostly concerns negotiations about borders
and coordination of attacks or defense. Players can:

     o invest in science
     o build industrial facilities and strongholds on planets
     o build ships (26 different classes)
     o attack enemy or neutral planets
     o engage in espionage or corruption
     o and much more...

At the start of the game, each player can see only 4-10 planets, whose
coordinates are given relative to his own starting-planet. Every time
a new planet is conquered, all planets up to a given distance from
this new one are revealed.

The rules and an Atari ST and PC Clone client can be ftped from
ftp.cp.tn.tudelft.nl, in the directory /pub/pbm/Galactic_Conqueror.
The clients are graphical point-and-click interfaces to the game. You
could play without a client, but this is not recommended. An X11
client is in the works, as is an eventual translation of the rules
into English.

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

Game:		Galaxy

Type:		strategic, economic/military, space opera setting
Duration:	typically 50-80 turns
Turns:		typically 1 or 2 per week
Email Server:	galaxy@acca.nmsu.edu, Subject: HELP
GM:		bampton@cs.utk.edu (Howard Bampton)
GM:		rwallace@vax1.tcd.ie (Russell Wallace)

Description:

The game typically takes place on a 100x100 2D map, with a few hundred
planets and 20 to 50 players. Players compete to capture planets,
which can be used for economic expansion. You can purchase technology
in several different areas, allowing your ships to fight harder and
move faster. Galaxy turns range in size from 10kbytes early in the
game to 100-200kbytes late in the game.

The rules and source code are available for ftp, or via the email
server, whose address is galaxy@acca.nmsu.edu. It takes commands in
the subject line. Start with "help". There is also (at the moment) a
separate mailing-list server at galaxy-request@acca.nmsu.edu, which
has mailing lists with game announcements and discussion of code
development. There are 17 games running on this server as of May 11,
1994, with about 200 different players participating.

You can write to humans who run games; they start games occasionally
and also have standby positions. They are:

	bampton@cs.utk.edu
	rwallace@vax1.tcd.ie

Howard Bampton has a variant called "blind" galaxy. You can ftp the
source for it from cs.utk.edu:/pub/bampton. It features a wraparound
map, a double-blind mail-forwarding system, and you received only
limited information about other players other than what you can
observe at systems where you have ships.

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

Game:           Judgment Day

Type:           strategic economic/military, present day setting
Turns:          one per week
GM:             rwallace@vax1.tcd.ie (Russell Wallace)
Status:         beta-test finished, looking for a moderator

Description:

Judgment Day is a game for up to 25 players. Each player controls an
empire which can build weapons and attack each other. When the nukes
start flying, remember to duck and cover. The source code is available
at the ftp sites or from Russell.

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

Game:           Republic of Rome

Type:           Historical (Roman Empire)
Turns:          player-paced
Email Server:	ror@hpeswlw.fc.hp.com    HELP in body of message, the
                                         subject is ignored
Description:

RoR is an email adjudicator for Avalon Hill's game Republic of Rome, a
cutthroat game of politics set in ancient Rome. All aspects of play
are fully automated; there is no human GM. Players control factions of
Senators; each turn they must elect officers and vote to raise and
deploy forces to fight the many wars that arise; they work to increase
the influence and popularity of their own Senators but must also work
together to prevent destruction by war or by popular revolt. If Rome
falls everyone loses. To get started, buy a copy of the board game,
read the rules, then send email to the address above with the word
"help" in the body of the message.

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

Game:		Star Empires

Type:		strategic empire-building, space setting
Turns:		one per week, 60+ turns per game
GM:		rhl@jambo.mitre.org (Roger Lincoln)
Status:		occasionally starting games; watch rec.games.pbm

Description:

Star Empires is a very simple game which is very addictive. Players
compete to control planets, which produce resources which can be used
to build various types of ships. There is generally a large amount of
diplomacy, and the GM encourages humorous player press releases.

The rules are available for ftp from the Dutch ftp site.

======================================================================
Archives and subscriptions by email
======================================================================

PBEM is archived for ftp at "ftp.erg.sri.com" and
"ftp.cp.tn.tudelft.nl", or check archie or use Veronica to look for
gopher sites, of which there is at least one, cic.net. I have a
mailing list that distributes the magazine, but I prefer that you
obtain it via Usenet or CompuServe or other means instead of asking to
go on the mailing list.

======================================================================
    The remainder of this magazine does not change, and is not of
	      interest to most readers anyway. Skip it.
======================================================================
Hints regarding sending Electronic Mail to other networks
======================================================================

OK, so now you're wondering, "I'm using FidoNet or CompuServe or
FoobieBlech and those email addresses he keeps on talking about sure
look funny to me!". Welcome to the modern world of networking. See,
there's this big amorphous network called the Internet that lots of
other networks and services, like FidoNet, CompuServe, DELPHI, America
Online, GEnie and Prodigy are hooked up to. And you can send email
between all of them, if you know the right incantations. Sometimes
size or cost limitations will keep you from being able to play games
on another network, but at least you can send me letters to the editor
or articles.

If your Compuserve ID is [76515,1122] then your canonical Internet
address will be "76515.1122@compuserve.com" -- notice that the comma
has become a period. To send mail from CompuServe to the Internet, you
use this sort of address: >INTERNET:gl8f@virginia.edu Compuserve users
have to pay extra for mail to or from the Internet. If you're a
flat-fee user, the cost is 5 cents per 2500 characters, minimum 15
cents, but the first $9 per month is free. This can add up to a bit of
money if you send frequent messages, or get into a Galaxy end-game
where your turns are large.  In addition, the maximum size for a given
message is 50kbytes, and most Internet games do not split their game
turns into pieces if they are too large. Diplomacy and Arena, for
example, generally don't have large turns. Diplomacy games with no
press don't send that many messages.

America Online does not charge any extra fee for Internet email, and
has recently removed their limit on message size, so they are
perfectly adequate for playing Internet games. Their addresses look
like "username@aol.com"

Delphi addresses look like "username@delphi.com". Internet access
costs $3/month extra, but that gets you access to email, ftp, irc,
gopher, etc. at their normal hourly charge.

Prodigy has finished their gateway. I don't know how much they charge
for sending messages to the Internet. They do have a charge for
sending large numbers of messages inside of Prodigy. Their addresses
look like "username@prodigy.com"

GEnie's addresses look like this: username@genie.geis.com. The maximum
incoming message size is 900kbytes, but the biggest outgoing message
is 50k or 2500 lines, as limited by the GEnie message editor. These
sizes are big enough to play all games. GEnie doesn't charge extra for
Internet email.

FidoNet addresses, such as "Dale Webber at 1:105/55.0", look like
dale.weber@p0.f55.n105.z1.fidonet.org in Internet form. To send email
to the Internet from FidoNet, send normal netmail to the user UUCP,
and then on the first line of the message, put the line:

To: gl8f@virginia.edu

Unfortunately, unless your FidoNet BBS is hooked directly to the
Internet, they ask that you keep email under 10kbytes and only
occasional. Ask your sysop for more information.

======================================================================
What's this "ftp" thing anyway?
======================================================================

ftp is an acronym for "file transfer protocol", and it is only
directly available to the privileged few who are directly hooked to
the Internet using heavy-duty hardware. There is a way to use ftp via
email, and if you can get email to me, I will send you a document
explaining how to use it, or send email to ftpmail@decwrl.dec.com,
with an empty Subject: line, and the word "help" in the body of the
message.

The Dutch ftp site, ftp.cp.tn.tudelft.nl, has a way for you to
retrieve any of its files via email, either by sending it mail or
telneting to it. To get the helpfile either :

    telnet ftp.cp.tn.tudelft.nl 2001
    MAIL <your mail address>
    HELP        (for small help file)
     or
    SEND HELP   (for big help file)
     or
    INDEX       (for the index)
    QUIT

or mail to pbm-server@cp.tn.tudelft.nl with the following body :
    BEGIN
    HELP or SEND HELP or INDEX
    END

======================================================================

PBEM is published monthly. Please redistribute it far and wide, but do
not modify or delete any articles. Write me if you want to
redistribute it in other forms; such permission is easy to obtain. For
example, some old articles are being translated into German.

PLEASE CONTRIBUTE! Our focus is primarily on free wargames, but we're
interested in articles about anything relevant.
