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======================================================================
 A Fanzine for Free Computer-Moderated Play-By-Electronic-Mail Games
======================================================================
volume 94, number 7                                   october 31, 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

Announcements

   o  Blind Galaxy positions available

Articles

   o  A First Look at C++Robots
   o  An introduction to PBEM soccer

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

This issue begins our expansion into free non-wargames. These games
fall into 2 catageories, abstract games and 'fantasy' sports
simulations. I hope to keep a balance between the various categories.
If you aren't seeing articles about what you're interested in, then
you should write a few.

Next issue, I hope to have another strategy article for the space game
Galaxy, and a detailed strategy article for C++Robots.

-- g

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

Abstract games --- an automated email server has 4 different abstract
games available: Abalone, Hex, Twixt, and Trax. These are detailed in
the PBM List mentioned below, or you can send email to
"pbmserv@netcom.com" with the word HELP in the subject of your email.

Atlantis 1.1 --- open-ended strategic fantasy game, with 167 players.
Currently accepting no new players.

C++Robots --- program your robot to blow the other guy into tomorrow.
Send mail to "pbmserv@netcom.com" with the word HELP in the subject
for details.

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
October 15, there were 1000+ players involved in 252 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, with the most popular being a set of soccer leagues with
compatible rules.

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 details
and decentralized games descriptions are located in the "PBM List",
which is a separate document available at the FTP sites.

======================================================================
Blind Galaxy Positions Available
======================================================================

Howard Bampton has 2 standby openings in his Blind galaxy game
`Neptune'.  Contact him for more details: bampton@cs.utk.edu.

======================================================================
A First Look at C++Robots                                 Greg Lindahl
======================================================================

Richard Roglie's abstract games server has a new and definately
non-abstract game available: C++Robots. Some readers might be familiar
with the game C Robots, which dates back quite a few years. I wrote a
version of Pascal Robots in 1983 as a term project for a programming
class, and it wasn't that novel at the time, so these sorts of
programs have a long history.

The basic premise of the game is that there are two robots in a square
room. Each robot has a gun, a scanner which can detect the other
robot, and some means of moving around the room. The robots are
controlled by a computer program written by the players.

[ Regular readers of this fanzine, or _Scientific American_, will note
that this game is somewhat similar to `Core Wars', a game of battling
computer programs. For more details about that game, see PBEM volume
94 number 2. ]

As the name of the game implies, these programs are written in the C++
programming language. No features of C++ are actually required, so
anyone who knows C will also be able to play.

Here's an example program:

#include "robots.h"

main() {

int angle, range;

  while (1) {
    angle = rand(360);
    range = scan(angle,5);
    if( range > 50 && range < 7000 )
      cannon(angle, range);
  }
}

This program simply sits in place, and scans randomly in all
directions. If an enemy is detected, and is in range but isn't so
close that I'd be caught in the explosion, I fire at it.

As you might imagine, this program doesn't do very well in the arena.
A clever robot remembers where it last saw the enemy, and uses this
information. I wrote such a robot, and here's some example output from
the adjudication program:

   Program Name Age Score  W / L / T  Author
   ============ === ===== =========== =====================================
 1 sidetracker2   3   284  94/  4/  2 hansk@netcom.com (Hans Kellner)
 2 xenophage      3   261  86/ 11/  3 tdavis@garnet.acns.fsu.edu
 3 assassin       3   250  83/ 16/  1 tdavis@garnet.acns.fsu.edu
 4 gargoyle       3   205  65/ 25/ 10 tdavis@garnet.acns.fsu.edu
 5 strafe         3   199  66/ 33/  1 wfp5p@tigger.itc.virginia.edu
 6 slither        1   182  57/ 32/ 11 tdavis@garnet.acns.fsu.edu
 7 strafe2        3   181  60/ 39/  1 wfp5p@tigger.itc.virginia.edu
 8 backscan       3   151  50/ 49/  1 hanwen@stack.urc.tue.nl
 9 predator       3   147  49/ 51/  0 rrognlie (Richard Rognlie)
10 tracker        3   141  47/ 53/  0 rrognlie (Richard Rognlie)
11 stalker        3   141  45/ 49/  6 rrognlie (Richard Rognlie)
12 shadow         3   136  45/ 54/  1 wfp5p@tigger.itc.virginia.edu
13 shadow2        3   115  38/ 61/  1 wfp5p@tigger.itc.virginia.edu
14*new sitter8    0   112  31/ 50/ 19 gl8f@fermi.clas.virginia.edu
15 sitnspray_ba   3    99  29/ 59/ 12 s004tro@alpha.wright.edu
16 old sitter8    3    92  24/ 56/ 20 gl8f@fermi.clas.virginia.edu
17 circle         3    86  20/ 54/ 26 sgoehrin@copper.ucs.indiana.edu
18 laser          3    83  21/ 59/ 20 wsheppar@st6000.sct.edu
19 3laser         3    78  19/ 60/ 21 wsheppar@st6000.sct.edu
20 nisse9         3    76  13/ 50/ 37 Magnus.Lindberg@eua.ericsson.se

My program was "new sitter8". When you submit a program to the
adjudication program, you fight 5 battles against every other robot to
see who is the "King of the Hill". Your individual results are also
shown:

  vs. sitter8      W/L/T
  ================ =====
  new sitter8      4/0/1 
  sidetracker2     1/3/1 
  xenophage        0/5/0 
  assassin         1/4/0 
  gargoyle         0/3/2 
  strafe           2/3/0 
  slither          1/3/1 
  strafe2          1/4/0 
  predator         5/0/0 
  backscan         1/4/0 
  tracker          1/4/0 
  stalker          1/4/0 
  shadow           1/4/0 
  shadow2          2/3/0 
  sitnspray_bad    2/0/3 
  old sitter8      2/2/1 
  circle           1/0/4 
  nisse9           3/0/2 
  3laser           2/1/2 
  laser            0/3/2 

As you can see, my program did very poorly against some programs such
as "xenophage", but beat "predator" 5 times out of 5.

At this point, the C++Robots adjudication program is pretty young, and
still has an occasional bug. The help files are a bit incomplete, and
there is no simulator available to test programs against each other
and see what went wrong. I have the source code to "tracker", which
beats me 80% of the time, but short of just staring really hard at the
source code, I have no idea of figuring out why I lose to it so
frequently.

If you're interested in learning more, send email to the address
`pbmserv@netcom.com' with the word HELP in the subject. If you would
like to talk to a human about the game, send mail to
rrognlie@netcom.com. Good luck.

======================================================================
An Introduction to Play-By-eMail Soccer                    Doug Ingram
======================================================================

This article discusses a set of PBEM soccer leagues called "Electronic
Football Leagues."  The current running leagues, in order of oldest to
youngest, are United EFL, Experimental EFL, Fast EFL, German UEFL, and
Ladder EFL.  We usually call these leagues by their four-letter
abbreviations, such as UEFL or EEFL. All together, we refer to the
leagues as *EFL.

There are two basic "styles" of football leagues. The oldest style
comes from the original UEFL league (we call it UEFL-style).  The
other, more complex style is found in the EEFL (EEFL-style makes sense
here).  From the introduction to the UEFL rules:

 "_United_ is a game of postal football (pilka nozna) invented by Alan
  Parr.  Rather than focusing on the actual game as it unfolds on the
  field, the rules abstract various aspects of play, making the game
  essentially one of skillful management.  Players (henceforth referred
  to as managers) guide their clubs through the various sessions which
  comprise a season.  Each session is composed of several matches, which
  are played together as one postal turn.  The rules for the league as a
  whole permit clubs to develop and increase their chances of capturing
  the league title which each successive season by skillfully coaching
  players and administering the club."

The basic aspects of the game are two-fold: Short-term planning (which
I'll call "tactics"), and long-term planning (which I'll call
"strategy").  Every manager starts with a given amount of resources
(cash, players, coaching and training resources) and a team.  Team
creation is fairly flexible, allowing distribution of a fixed number
of skill levels over a fixed number of players.  Each team plays out a
10-session long regular season that lasts anywhere from 6 weeks (Fast
EFL, or FEFL) to 9 months (UEFL, LEFL).  Each "session" consists of 3
matches for a total of about 30 regular season matches against other
opponents.  Playoffs are then tacked on to the end of the regular
season for all leagues.

Tactics come into play in match planning.  The rules allow a manager
to distribute their players over the various matches on a per-session
basis, with restrictions on how often each player can play.  In
addition, a team can employ a variety of special tactics to attempt to
maximize its performance.  A common element of tactical planning is an
exchange of "scouting reports", in which one or more managers agree to
share information on common opponents in order to predict what they
will do in a future match.

Strategy comes into play in building a team.  As the seasons progress,
players gradually gain in skill (if their manager spends resources on
them) and lose skill (due to "aging", which happens every half-season
and is proportional to player age).  It is up to the manager to decide
which players to help out, given their limited resource budget.  In
addition, managers can make trades with other teams and participate in
free agent auctions.

In the UEFL, that's all there is to it.  In the EEFL-style leagues,
there is also a draft that adds to the fun.  The draft is a month-long
period between seasons that amounts to a whirlwind chaotic market of
trades and more trades, somewhat like the drafting periods in most
professional sports.  The drawback is that managers often have to
spend a lot of time at working on the draft in order to ensure success
in the league as a whole.

I'll include here a good article by one long-time manager Mike "Sarge"
Sargent on good managing in order to help give the reader a feel for
the game:

-----

On the question on how to judge managerial skills, there are really 
quite a few aspects to look at.

a) Can the manager build a great team? This is the attribute which
will get the team achieving at the top of a division. There are many,
many managers who fit into this category, and T&T helps in this regard
by allowing mangers with experience to offer advice. This is often the
quality which earns people manager of the year. (the success=greatness)

[Ed Note:  T&T is an on-again-off-again strategy periodical for EEFL-style
           leagues containing letters, rule change debates and articles.]

b) Can the manager understand the timing of the situation? This is the
quality which gets teams promoted. If you are a great team now but
will suffer greatly due to aging, it might have been better to be not
so great, and still be good enough to be promoted, and be not so bad
the following season. Often trading is the way to achieve this. GUN
and SAR have shown this well, coming off a roll to be immediately
competitive in the top division. DED scraped into original one season
earlier (which was my goal) but had to struggle to hold my spot. VF is
a good example as well, and will be very tough next season.  He had
really bad luck, but used it wisely, and came back with young people
who can dominate.

[Ed Note:  *EFL leagues are typically divided into various division levels,
           with the best teams in the top division and the rest of the
           teams always fighting for a chance at promotion to this level.]

c) Can the manager get LP's when he doesn't deserve them? There are
some truly great LP thieves around. These sorts of managers will
dominate the top divisions because they are almost impossible to
relegate. CP came back from the dead last season to retain his top
division spot.

[Ed Note:  LP are League Points...you earn them with Wins and Draws.]

d) Is the manager too predictable? (enough said; if you are too
predictable, people will counter you.) DED beat AA (as prune said)
because Doug was a great manager. However, he underestimated my skill
in sneakiness. I knew Doug would be one of the few people to catch all
of my signals, and hence anticipate what I was going to do (or what it
appeared like I was going to do). He chose to react accordingly, but
unfortunately for him, it went wrong as the predictable pattern I had
been following was changed suddenly. Pretending to be predictable is a
managerial weapon! Hiding your strengths for key matches is quite
valuable.

e) Personal relations. Calling other managers a pack of drongos who
couldn't manage themselves out of a corner if they had $1000K is not
going to win you many friends. If you don't intimidate/offend people,
then you won't have many grudges against you. There are a lot of
managers in the lower divisions who impress me by what they do. By
offending them, all that would happen is that they wouldn't talk to
me, but that is one less team to trade with (both players and
information) and generally you will be worse off. On the other hand,
being an obnoxious sh*t can work for you as well, but you should do it
selectively, and not generally, or else everyone will be after you.

f) Does the manager trade well? Trading should benefit both teams.
Several people have offered me trades which benefit them, but hurt me,
and they were surprised when I did't accept. This is a major problem
for people not in the U.S time zones, as to organize a trade for me
takes a long long, long time with one or maybe 2 messages a day. Try
to adopt a team strategy, and trade to that strategy. Should a trade
come your way which seems to go against your strategy , think
carefully about it, see if you want to work that player into your
side, and then try to design a strategy you are happy with which
includes that player. For instance, if you wanted to develop your
defence but someone offered you a I/20 FW(F) for your 1/14 DF, you
would have to seriously reconsider your general strategy.

g) Does the manager achieve his goals? I guess this is probably the
most important one on a personal perspective. If AA's goal this season
was to do the double (league,cup) and fails, then Doug didn't plan so
well, or luck was against him. Achieving goals is what makes games
enjoyable. The goals you set yourself must be realistic, but if you
achieve everything you set out to do, then give yourself a pat on the
back, you are a good manager.  DED has achieved all of its goals so
far in its 3 1/2 season life. It doesn't necessarily make me a great
manager, but it makes me a satisfied manager.

h) Others. I make no claim at being an expert on what makes a good
manager.  There are probably heaps of other fields which I don't
consider, but the above should give people an idea. Feel free to add
to this list; then I will learn something.

----- [ End of included article ] -----

Now, some more specific information on each league:

UEFL: The Commissioner is Jeremy Billones.  This league is currently
in its 6th season with three division levels and 30 teams (10 teams at
each level).  Seasons run from October through May with time off
during the summer for good behavior.  Turns are due about once every
two weeks.  A typical roster looks like this:

Team:  Beirut Blast 
Manager:  Doug Ingram
Cash: 108
CP:  5.0   [Coaching points, used to increase skill of older players.]
TP:  3     [Training points, used to increase skill of young players.]
OTF:  1    [One-Touch Football...a team skill that can be increased]

Player			Position	Age	SL
Warren Christopher	   GK		I	7
Yasir Arafat 		   GK		VI	3
Viktor Ostrovsky    	   GK		III	15
Boris Yeltsin		   SW		II	20
Terry Anderson		   DF		0	8
[...]

A typical order set look like this:

Beirut Blast			Doug Ingram
Central Division		Session A

Transactions:

Sign 0/3 MF Philippe Biamby from the minor leagues for $100K.

Match lineups:

   vs Tuxedo Park		vs Lemmings		vs SFWA Hacks
   away				away			home
   Longball			Wingplay		Midfield Dominance

GK Ostrovsky			Ostrovsky		Christopher

SW				Yeltsin			Yeltsin

DF Clancy			Anderson		Dubcek
   Anderson			Dubcek			Quayle
   Biamby

[...]

TP Clancy			Powell			Christopher
CP Ostrovsky			Anderson		Yeltsin
MVP Ostrovsky

Press:

[In the best cases, this is much too long to include a sample.]

Comments to Commissioner:

I think I'm toast in match 1, but maybe I'll luck out.

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

UEFL takes around 2-3 hours to really learn well (this includes
reading the various strategy articles in addition to the rules).  Each
session, depending upon how much scouting and manager interaction a
manager does, can take from 30 minutes to 3 hours.

There are two other UEFL-style leagues in existence right now: the
German UEFL, which is virtually identical to UEFL except everything is
done in German, and the Ladder EFL (LEFL), which is similar to UEFL,
but has some significant differences:

	No divisions...just a ladder of 40 teams with regular shakeups
depending upon performance.

	No "sessions"...just one match/week.  Seasons are 28 matches
long followed by 5-week playoffs.  Currently, 40 teams are in this league
and the league may expand a lot next season.

The major EEFL-style league is, of course, EEFL.  EEFL is a 120-team
league (at least a factor of three larger than any other league), with
teams split up into four tiers of divisions.  The EEFL is now in its
11th season and is going strong.  Seasons last about 6 months, and
orders are due about every 10 days.  The commissioner is Bill 'Prune'
Wickart.

In this league, rosters look like this:

OTF: 7
OST: 0
CK:  0
WDL:  5 2 1 0.0
Rating: 0.74
Bonus: 0.00  2
Draft:  AA1 AA2 AA3
Goals:  8 1
CP:  4.0  4.0
TP:  6.0  3.0
Cash:  1128
Team: Adirondack Automata
Manager: Doug Ingram
Stadium: WorleyWorld
Age SL  EL Pos Su SD DP  Gl Sh As Sa Ga Co  Id
 1  17   8  GK  0  0  0  -5  0  0  9 19 -1 3004 Tom Servo (E 690) 
 3  31   8  GK  0  0  4 -15  0  0 52 21 -1    1 Andrew Grove (E 1650) 
 2  13   6  SW  0  0  0   0  0  0  6 20  0    3 TRS 80 (Q)
 5   3   7  DF  0  0  0   0  2  0  0 20  0 1499 Andy Gray (I)
 3  11   8  DF  0  0 16   0  3  1  4 19  0 1662 Pekka Pakki 
 3  14   6  DF  0  0  0   0  0  0  7 24  0    5 Zoltan Kodaly 
[...]

It would probably take too long to explain everything in this file,
but it's all in the rules.  Most of the numbers are just bookkeeping
that the manager need not follow.  Only Age, SL and EL (Skill level
and Endurance Level, respectively) are really important.

------

A typical order set look like this:

orders:

Adirondack Automata	: AA	session A		Doug Ingram

   vs OML		   vs SAR		vs OUL
     (S)		    (S)			 (P)
case: T>=30 G<0 N	case: T>=30 G<0 N	case: F<0 N
case: G>0 S		case: G>0 S		case: T>=45 G<0 P
case: G<-2 S		case: G<-2 S		case: T>=18 G>0 S
none			none			case: G<-2 S

GK T. Servo		A. Grove		A. Grove
   case: T>=30 @@ S1	none			none

SW T. 80		T. Servo		T. 80

DF Z. Kodaly		Z. Kodaly : C. Crawford	Z. Kodaly >
   none			case: T>=30 ^		case: F<0 : P. Merson
   none			none			case: T>=18 G>=0 : P. Merson
   none			none			case: T>=18 G<0 ^
   none			none			case: T>=18 G<-2 ^
   none			none			case: T>=18 G>1 ^

DF A. Guider		A. Guider : C. Crawford	A. Guider
   none			case: T>=30 G<0 ^	case: F<0 : P. Merson
   none			case: T>=30 G>=0 : C. Crawford  case: T>=30 @@ S1
   none			case: T>=30 G>1 ^	none
   none			case: T>=30 G<-2 ^	none

DF B. Serker -		G. Ypsy ^		none
   case: T>=30 G<=0 C MF >   case: T>=30 @@ S1	none
   case: T>=30 G>0 C DF |    none		none
   case: T>=72 G>0 ##	     none		none
   case: T>=72 G<-2 ##	     none		none

[...]

S1 A. Grove		H. 9000 *		L. Writer
   case: T>0 X GK	case: T>=30 G<0 C FW |	case: T>0 C MF |
   none			case: T>=30 G=0 C FW <	case: G<0 |
   none			case: T>=48 G>0 C MF ^	case: G>=0 <
   none			case: T>=48 G>1 C MF < 0  none
   none			case: G<-2 C MF < 0	  none

TP T. Servo		G. Ypsy			C. Ambot
CP A. Grove		H. 9000			T. 80

end

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

Again, you get the idea.  One of the distinctive features of
EEFL-style leagues is the ability to use the "conditional order".
This allows a manger to alter the lineups on the field based on game
parameters such as current score, number of shots, match time, etc.
The conditional language may seem a little daunting, but it is not.
The example I've shown here is rather complex to give you a feel for
what you CAN do.  Most managers only use a few conditionals.

EEFL takes anywhere from 1 hour to 6 hours per session, I would guess,
though it tends toward the low side of that range.  Again, a lot
depends upon how much time a manager spends interacting with the other
managers, scouting, how complex the conditions are, etc.  Then there
is the draft, trading, the playoffs, etc.  All in all, the time
investment is 50% greater than with UEFL-style leagues, but this is
only an average.

Another EEFL-style league is FEFL, which is the Fast EFL.  It is
fairly close to EEFL in all aspects, but deadlines are run on the
order of 2-3 days at most.  This league is really for EEFL veterans
only because of the necessity to really know the rules well in order
to meet the turnaround times.

Entry into the EEFL-style leagues also gets you a ticket to a talk
server (similar to a MUD or chat-domain) that managers often log into
in order to chat, trade, watch match reports presented live by some
special software, etc.  This can turn the league into an infinite time
sink for anyone... and this from one who knows.

Information on all the leagues can be found in Greg's excellent PBEM
List or PBM Homepage on the Web, described elsewhere in this magazine.
These documents explain how potential players can contact various
commissioners and/or learn more about the leagues and how to join.

One thing all the current leagues have in common right now
(unfortunately) are long waiting lists.  You can expect around a
six-month wait to get into any league at this point, and even then,
there's no guarantee.  The reason for this sad situation is that there
are too many players and not enough commissioners.  We commissioners
(I run LEFL so I can speak as "we") basically do this for the fun of
it... there is no money involved and I'm certain that none of us would
ever be involved in a *EFL if there were a cost.

======================================================================
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.
======================================================================

All of these ftp sites are mirror copies of each other. Please use the
closest one.

FTP Site:	ftp.erg.sri.com             username: anonymous
Directory:	pub/pbm

FTP Site:	ftp.funet.fi                username: anonymous
Directory:	pub/doc/games/play-by-mail

World Wide Web: http://fermi.clas.virginia.edu/~gl8f/pbm.html

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

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 no more 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 167 players are participating as of
October, 1994.

The rules are available from the ftp sites, as are back-issues of the
player newsletter.

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.nda.com,
directory /pub/diplomacy/HallOfFame.

Diplomacy is probably the biggest PBEM game out there, with 252 games
going as of October 15, 1994. I'd estimate at least 1,000 players are
active in one or more games. Most discussion related to Diplomacy
takes place on the newsgroup rec.games.diplomacy.

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

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 [ but it's dead ]
GM:		bampton@cs.utk.edu (Howard Bampton) [ blind galaxy only ]
GM:		roger@bimcore.emory.edu (Roger Dingeldine) [ blind galaxy ]
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.

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

	bampton@cs.utk.edu [ blind galaxy only ]
	roger@bimcore.emory.edu [ blind galaxy only ]
	rwallace@vax1.tcd.ie

Howard Bampton has a variant called "blind" galaxy. 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.

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

A large number of sports leagues exist. Here's a list of types and
addresses of the moderators -- more details can be found in the PBM
List. To preview the rules, look on the ftp site.

Game:		Experimental Electronic Baseball League (EEBL)
Type:		sports simulation, american baseball
GM:		peiper@phoenix.cs.uga.edu

Game:		Experimental Electronic Football League (EEFL)
Type:		sports simulation, soccer
GM:		wickart@ichips.intel.com (Bill 'Prune' Wickart)

Game:		Fast Electronic Football League (FEFL)
Type:		sports simulation, soccer
GM:		mange@lysator.liu.se (Magnus Nilsson)

Game:		Ladder Electronic Football League (LEFL)
Type:		sports simulation, soccer
GM:		ingram@u.washington.edu (Doug Ingram)

Game:		Formula 1 Pick 6
Type:		Auto racing prediction contest
GM:		vallee@essi.essi.fr (Thierry Vallee)

Game:		Strategic Postal Australian Rules Football (SPARF)
GM:		mel@csua.berkeley.edu

Game:           Sugar Ray (German language & English language)
GM:		gerstnet@informatik.tu-muenchen.de (Thomas Gerstner)
		(german language) (email)

Game:		United 3 (Soccer) (German language)
GM:		allard@goofy.zdv.uni-mainz.de

Game:		United Electronic Football League (UEFL)
GM:		billones@digex.com (Jeremy Billones)

Game:		World eMail Hockey Association (WeHA)
GM:		inb@creare.com (Ian Brown)

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

PBEM is archived at the ftp and WWW sites mentioned earlier.  I have a
mailing list that distributes the magazine, but I prefer that you
obtain it via Usenet 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 you can get this information by yourself
by sending email to any of the following addresses; if they don't
recognize any commands, they'll send back instructions:

bitftp@pucc.princeton.edu            (USA/New Jersey)
ftpmail@sunsite.unc.edu              (USA/North Carolina)
ftpmail@decwrl.dec.com               (USA/West Coast)
ftpmail@doc.ic.ac.uk                 (Europe/United Kingdom)
bitftp@vm.gmd.de                     (Europe/Germany)
ftpmail@cs.uow.edu.au                (Pacific Rim/Australia)

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

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 to play-by-email.
