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======================================================================
 A Fanzine for Free Computer-Moderated Play-By-Electronic-Mail Games
======================================================================
volume 95, number 1                                   january 10, 1995
======================================================================
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  Atlantis 2.0 begins playtest January 15, 1995
   o  Galaxy players seek moderator
   o  C++ Robots gains debugging capability

Articles

   o  An Introduction to Ultra Cricket                      Ken Sproat

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

As usual, I don't have the articles I thought I'd have, but our 3rd
year of publication (and 21st issue) is graced by an unexpected
article from Ken Sproat about Ultra Cricket, a sports simulation.

-- 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 2.0 --- open-ended strategic fantasy game. Begins Jan 15.

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
November 15, there were 1000+ players involved in 247 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 4 games. New
games start occasionally, and new GM's are needed.

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.

======================================================================
Atlantis 2.0 Begins Playtest on January 15, 1995
======================================================================

The game Atlantis, a strategic fantasy simulation, has been greatly
expanded by Norman Richards, who plans on beta-testing the result
starting on January 15. More details may be obtained by sending email
to "atlantis@rahul.net", or ftping the rules from ftp.rahul.net,
directory /pub/atlantis.

======================================================================
Galaxy Players Seek Moderator
======================================================================

Graeme Griffiths is making a list of players interested in starting
new Galaxy games, and has plenty of players to start a game.
Unfortunately, we have no volunteers to GM. If you're interested,
contact him at graeme@abekrd.co.uk.

======================================================================
C++ Robots Gains Debugging Capability
======================================================================

The C++ Robots game discussed in the last issue of PBEM, v94n7, now
has a new debugging capability, which allows a robot author to observe
a duel in detail. Check it out.

======================================================================
An Introduction to Ultra Cricket                            Ken Sproat
======================================================================

Ultra Cricket is a cricket competition written by Tim Astley.  In the
game, each human player is the manager of a cricket team participating
in a one day and test match competition.

For those who have very little knowledge of the real-life game,
cricket is a bat-and-ball game somewhat like baseball played in a
number of current and former British Commonwealth countries.  A
cricket match is played between 2 teams of 11 players, made up of a
number of batsmen, bowlers, and a single wicketkeeper.  Teams take
turns batting (attempting to score runs) and bowling (attempting to
get the batting team out and reduce the number of runs they score). A
bowler is like a baseball pitcher: he bowls (pitches) the ball at the
batsman in an attempt to get the batsman out, while the batsman
attempts to score runs from that same ball.  The bowler is helped by
the other 10 men on the bowler's team, called fieldsmen, who are
scattered around the cricket field in an attempt prevent runs and help
the bowler get the batsman out. The best fieldsman is designated the
wicketkeeper, and stands behind the batsman like a catcher. While all
players must bat, only designated bowlers need to bowl. A player who
can bat and bowl well is called an "allrounder".

Cricket is the major summer (non-soccer season) sport in England,
Australia, South Africa, India, Pakistan, Sri Lanka, New Zealand, the
West Indies (a combination of Caribbean countries) and Zimbabwe. It is
also played, to a lesser extent, in other parts of the world.

Ultra Cricket, however, has a much wider appeal and is played by
managers from most of the countries listed above as well as Europeans,
Canadians, and a significant number of managers from the United
States.

There are two types of games played internationally: a test match,
where both teams each bat for 2 innings, lasts for up to 5 days. A
one-day international match, where each team has one innings of
limited time, is resolved in one day.

Currently there are six divisions of 12 teams playing Ultra Cricket,
but Tim expects this to increase to 7 or 8 divisions next season. The
turnaround for each turn is normally 7 days, with each team playing 1
test match and 2 one-day international matches every turn. While the
same squad of players is used for test and one day games, they are
treated as different competitions. My team, the "Spring Creek
Piranhas", is in the top 4 of Division 1 for test matches but finds
itself in the bottom half of Division 3 in ODI's.

I have played 4 different sports simulation games, and I find that
Ultra Cricket is easily the most enjoyable.  Each player in a squad is
described in a number of ways.  They have a skill level for each of
five characteristics:

Batting Skill:	    The ability to not get out
Aggression:	    The ability/willingness to score runs
Bowling:	    The ability to bowl and get batsmen out
Economy:	    The ability to restrict/slow the scoring
		    of batsmen.
Fielding:	    The ability to prevent runs from being
		    scored, and produce more catches and
		    runouts.

In addition, each bowler is one of 5 bowling types - Fast, Fast
Medium, Medium Pace, Off Spin and Leg Spin. When bowling the ball at a
batsmen, the ball normally is bounced off a grassed "cricket pitch"
before getting to the batsman. A spin bowler is a slower bowler who
causes the ball to deviate left or right from the "grassed pitch" by
placing a spin on the ball as he bowls. Off spinners and leg spinners
spin the ball in different directions.)

Each batsmen also has a profile which indicates how he plays against
each type of bowling. If a player loves playing against spin bowling,
then his effective skill will be enhanced when facing spin bowling,
but the same batsman may have a weakness against fast bowlers, and
therefore his effective skill is reduced when facing fast bowling.

In Ultra Cricket there is no advantage to a team playing on its home
ground, although (in real life) a team should understand the
characteristics of its ground better than their opponents and
therefore take advantage of it. Each ground favours certain types of
bowling and hinders other types. When selecting a team, a manager
needs to take into account a number of factors:

     The skills of their players
     The profile of the pitch they will be playing on
     The opposition's likely makeup
     How many batsmen/how many bowlers there are have in their 11-man team.
     The form of each of their players

What's form? As in most sports, players don't always play at their
actual skill level. A player who is playing to his skill level or
above is said to be "In Form", whereas a player playing below his
skill level is said to be "Out of Form". When a Ultra Cricket player
takes the field, a form factor is added or subtracted from his skill
level based on his recent performances.

As you can see, managing a team is not just a matter of putting the
best players on the field. A manager needs to take into all the
factors mentioned above.

Ultra Cricket has an advanced skill/ageing type system.  Players
improve their skill level by gaining experience.  Experience can be
gained in actual games or by training players. A complex formula is
then used to calculate the skill level based on experience, an
underlying skill level and the player's age. Training has a greater
effect on the skill of a younger, lower-skilled player than on an
ageing or highly-skilled player. The underlying skill of players
declines every week, which slowly degrades their actual skill or
ability to increase skill week by week, especially near the end of
their career.

For newer managers, the orders for Ultra Cricket are quite simple, but
as a greater understanding of the game is gained, a manager can
influence a number of other factors like:

     Conditions of the team's declaration in a test match.
     Whether you will bat or bowl if you win the toss.
     How aggressive your batsmen will be under certain
       conditions.
     Conditional placement (attacking or defensive) of
       fieldsmen.
     Who you will bowl to clean up the last few players in the
       opposing side.

At the start of each season teams are assigned to their new divisions
with players ages' being incremented. Each team is allocated a number
of draft points, with the lower teams generally gaining more than the
higher teams. These draft points are used to design new recruits and
their characteristics.  Managers may also spend cash, gained from the
previous season, on training points and purchasing older, higher
skilled players. Teams in higher divisions generally gain more cash
through the season than those in lower divisions.

If I have a criticism of UC, it is that there isn't a trading facility
within the game. I'd also like to see Club Management system
(e.g. Building better/higher capacity grounds, attracting sponsorship
etc..) but I don't think that Tim will include these factors this
century.

The Ultra Cricket email server

When submitting moves, the Ultra Cricket email server checks your
moves for errors and does a quick analysis of your orders and mails
them back within the hour. This makes getting the syntax right
significantly easier, giving you peace of mind that the orders have
got there and don't contain any silly errors.

Turn Results

As each turn is resolved, each manager receives a ball by ball
(almost) commentary of each of their games, all the scores and details
for the games played in their division, a summary of all games, the
current standings for each division and a roster listing all their
players skills, form, injuries, etc.  Each turn Michael Sargeant
compiles statistics about every player who has dared to tread the
hallowed turf.

Commitment

I really had to think about this as sometimes I'll be walking along
the beach or be in a meeting at work and a new Ultra Cricket strategy
will pop into my mind. Your earlier turns will take longer than your
later turns. Tim tells me that most managers spend about one hour per
week on Ultra Cricket. I have friends who only spend 30 minutes per
week on it. Myself, I spend about 2 hours at the start of the season,
this steadily decreases to less than an hour towards the end of the
season. However, occasionally I'll spend a little more time, like
after a run of losses or when my captain and best player broke his leg
and was out for the rest of the season (I was suicidal that day).  The
electronic ones and zeroes have little understanding of the sleepless
nights. I'm sure an analog computer would have more compassion.
Marital bliss goes something like this:

  "How far did you walk the dogs tonight?".
  "He broke his leg."
  "I told you not to take the dogs near the cliffs."
  "What am I going to do?"
  "Take him to the vet of course."
  "What does the Vet know about Ultra cricket, I think I'll have
    to recall Frank Meerbach."
  "Frank?, he's not a vet, he's one of you dickie mates"
  "He's also my former captain in the twilight of his career."

And so it goes.....

Hopefully next issue I'll put together some strategies from a variety
of managers. For more information on Ultra Cricket, contact Tim Astley
at <ta@ecs.soton.ac.uk>.

Ken Sproat <kenspr@futile.apana.org.au>

======================================================================
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 2.0

Type:		strategic economic/military, fantasy setting
Duration:	open-ended
Turns:		one per week
GM:		atlantis@rahul.net
Status:		begins JANUARY 15, 1995

Description:

Atlantis 2.0 is a vastly expanded version 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 rules are available from ftp.rahul.net:/pub/atlantis.

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

Game:		C++ Robots

Type:		Dueling programs written in C++
GM:		rrognlie@netcom.com (Richard Rognlie)
Status:		continually accepting new players
Email Server:	pbmserv@netcom.com (with "help" in subject)

Description:

Much like the earlier game C Robots, this game involves programs
written in the computer language C++ which control robots fighting a
small war in a square arena. For more information, contact the email
server for help.

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

Game:		Celestial Empire

Type:		strategic economic/military space-opera
Duration:	close-ended, 30+ turns
Turns:		one per week
GM:		dwagon@aaii.oz.au (Dougal Scott)
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 the ftp
sites. 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 doesn't
have much time to run them.

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

Game:		Core Wars (King of the Hill Tournament)

Type:		battling computer programs
Email Server:	pizza@ecst.csuchico.edu, subject of "koth help"
                                         or "koth faq"

Description:

The Pizza Server gives you access to the ``King of the Hill'' ongoing
Core Wars tournament. Core Wars was invented in 1984 by D. G. Jones
and A.  K. Dewdney. A May 1984 article in Scientific American
discusses it, as does a lovely article in my PBEM fanzine.

More information about Core Wars in general may be found in the
rec.games.corewar FAQ, available from the email server, or via
anonymous ftp from ftp://ftp.csua.berkeley.edu/pub/corewar. Most
discussion about Core Wars will be found on the Usenet newsgroup
rec.games.corewar.

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

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 247 games
going as of November 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:	DOWN, looking fro a home   HELP in body of message, the
                                            subject is ignored
Description:

This server is currently down, because the author (Will Walker,
ww@csn.org) doesn't have a machine to run it on. Donations welcome.

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:		Ultra Cricket
GM:		ta@ecs.soton.ac.uk (Tim Astley)

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.
