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Issue 2 | August 1996 |
Welcome to the second issue of The Gentle Art of Making Enemies.
This issue came out in August with an annoucement that the zine is going
monthly. A follow up article on Diplomacy 2000 was included, as well as some
responses to the House Rules produced in Issue 1. One point in this discussion was the complaints over using the Convoy method used in the american email JUDGE system - that is, the convoyed unit has to state the full path it is travelling by. This conversation will continue next time as the "double convoy" dilema raises its head. That is, if there are two possible convoy routes, does disrupting any one stop it or do both have to go - readers are at odds!
Wayne Read, Ongar.
Thanks for the very quick response to my subscription and game
request, most impressive! Playing the part of the keen new
editor well I see.
NC: I would hope I always respond quick to people who send me
money. I know how frustrating it is when I send off cheques and
people take ages to reply (though cashing the cheque seems to
happen very fast in those cases!)
I was also impressed with G.A.M.E. issue 1, very clearly laid
out and clean looking. It has obviously caused quite a bit of
interest already and no doubt will continue to do so. The
article on Diplomacy 2000 was fascinating, its great that the
game will be brought to the attention of so many potential
players. You did leave out one important factor though, cost, do
you yet know the expected price of the Super-VR Console and have
you any idea when the PC version will be out?
NC: When I went to the ManorCon event I took about forty copies
and they all went. I would place ten copies on the zine table,
and walk past in half an hour to see that they had all gone! A
good analogy is when you leave food in your back garden for the
wild animals. I was tempted to retreat to a hidden view point
after placing the zines down to wait for zine goers to
cautiously approach the table and take up a copy in their paws.
On Diplomacy 2000 I did leave out a point, other than the price
(see the update elsewhere in the zine).
I do have one niggling little criticism about the zine, (I'm
never 100% happy with anything), when you get to the middle
pages it can be difficult to read down the centre where the
staples are. I know you're only a poor editor and need to use
the paper efficiently to save money, but as the zine grows (with
games, the treasure chest and of course more letters) this
problem is going to get worse. It might be a good idea to leave
slightly larger margins in the pertinent places now to save
hassle later.
NC: True. When I initially printed out the master copy of the
zine, I was intending to have just one corner staple, but the
printer said he would put two down the side, and it was not
until afterwards I noticed the problem. All should be okay now,
I can always reduce the point size down to 8 (he jests, knowing
that otherwise someone will complain that it would cause them
eye strain).
One other point, where does "Abwehr" come from and how are you
going to name your games in the future?
NC: This should be explained somewhere in the zine - the theme
is spies, espionage, and the like.
Ian Lewis, Beddu.
Thanks very much for Issue One. I am very interested in your
article on Diplomacy 2000. By the way, how much would the Super
VR Console and game knock me back.
NC: It seems that many people are interested in the game. Most
consoles tend to be on similar pricing structures (sell them
cheap and reap profits on the games), so �300 seems about the
right price. The game, well �80 probably!
Just to let you know I have sent you a cheque for �15 in the
mail today and await a Gamestart with pen and backstabber drawn.
You can also put me down for a game of Silent Running.
On the Highway Code article, I would like to point out that
since all men are 'perfect drivers', you are only likely to get
incorrect responses from women. You will note that I have not
offered to participate.
NC: Of course, that's why insurance firms charge women less,
penalising men for being so perfect. Have a look at the quiz, if
I have remembered to do it!
Mark Stretch, Kidlington.
Thanks for GAME. It just missed the last issue of OMR. I will
review it in OMR 13 instead.
NC: For those who don't know OMR is the name of Marks zine - One
Mans Rubbish, and named by Marks mother after she came to help
Mark move out after finishing at Oxford University (only kidding
Mark, then again it is probably better than the truth.)
How did you manage to get such a cushy job? You seem to have the
best of a student and jetset lifestyle.
NC: Don't forget the money part. Many postgraduates may be
flying around to conferences, and so match your description, but
they only get a grant. Any way it is not that much like a
student lifestyle, I do have to work - you know some times I am
actually in before 10am!!!
Put me down for the intimate dip tournament. Should be a laugh.
(NC: will do).
Dave "I'm not Welsh" Horton, Swansea
Sorry this letter's not typed, but hey - if you're going to get snooty about my cheap bubblejet paper, what do you expect!?
NC: Cheap bubblejet paper. It was the OCR that complained - though that has now gone off and sulked because we upgraded to Windows 95(TM).
Sarcasm? Moi? I'm not sure that zine editors can afford to be so sensitive, old boy. Wait until the honeymoon is over and people start jibing 'cos you're 2 places higher in the zine Poll... There was I thinking I was being supportive. No wonder Sue's neurotic. Or is it psychotic?
NC: Was I sensitive? It was just a bit of wit. Sort of similar to all this male bonding malarkey by thumping each other on the arm!! Two places higher than what? Bottom!!
Okay I'll start a zine poll push - everyone vote for meeee. Don't be jammy, vote for GAME-ee. Tell me when it is, and I will do a "How to beat the Zine Poll" article - though not serious. That is not to say I would not like a high Poll position.
Like the new name ("Zealot"). Great article on Diplomacy 2000 - sounds amazing. Hefty telephone bill, presumably? Great start, pal.
NC: A pity then, since I have gone monthly. I have plans for Zealot to be a non-Dip supplement.
Well that ends another letter column - shorter than last time. We cannot be having this can we, so pick up those pens.
I actually got a few replies about Diplomacy 2000, some in letters, others that would surface during a conversation. As a result I have decided to do a follow up article. First of all, as far as I know Diplomacy 2000 does not yet exist - so to all of you who were taken in - I got you, and to all of you who then reply "I didn't think there would be such a game", then this article is for you.
All of the elements in the article in the first issue are all possible now and will exist in the near future, although whether that means Diplomacy 2000 will be produced is a different matter. First I will take a very short look at the hardware, and then a look at the game.
A SuperVR console is most definitely under development and several types of these machines will exist. If you take the consoles of today, their ability to process real time three dimensional images, such as the car racing games, is the same as the SuperVR console will do. Over the next few years the realism on these will increase dramatically. The only feature the SuperVR had extra, was the modem play. Many computer games players are hooked on modem games, since they prefer to challenge a real person than a poor computer opponent. There are game specific sites set up specifically for these people to dial up and to be connected to other players to challenge.
As far as the game goes, all it really needs is for a games company to decide to produce the game. In the UK postal hobby, we are told that numbers are decreasing, or more specifically not as many people are entering the hobby as they used to. This is because the board game is scarcer on the shelves of shops, and so people tend to come in through other means, maybe they played it when they were younger, or know someone else who plays it, or even came in through other board games. Most of the younger generation, like us under-30 year olds, tend to be more computer based, and likely to play computer games. The email JUDGE diplomacy hobby (world wide but mainly American) is different. A lot of players in the JUDGE system come in through the Internet newsgroups, because Diplomacy comes under "games". Hence the typical questions asked by someone new are "What is Diplomacy?", "Where can I get the game?", and "Can someone give me a copy of the rules, or tell me where I can copy them from?". This is completely different from the postal hobby - when was the last time you saw a "what is Diplomacy" letter in a zine? If college kids with access to the Internet are becoming attracted to Diplomacy, then who is to say the same would not happen for the console generation? If designed along the ideas of my article, it would contain the areas that are appealing
Real Opponents - this is a big incentive. When Civilisation II came out, a lot of people complained about the lack of multiple players.
VR graphics - This is practically standard, though reality is always increasing, and essential in anything new.
Meeting people - On the Internet there are "Multi User Dungeons" that attract thousands of people for text based adventures - many just like meeting new people.
With Diplomacy 2000 possible today, maybe you should put it down on your Birthday list for the year 2000? Maybe Diplomacy 2000 on the console will not come, but a different version could well come over the World Wide Web. For those of you who do not know, the Internet or Web, is under going changes in how it is being used, with three dimensional interfaces and active programs. Just as how the "graphical" Web of today (eg words and pictures like you would get from a modern word processor) came about through changes five years ago, in five years time we may all use these new interfaces. Just as people gave up their time and resources to create and maintain the automatic adjudication computers (JUDGES) in the U.S. that we see today, in the future they could do the same with the new interfaces. So watch out Diplomacy 2000 will be a reality on a PC and modem near you soon......
It seems that my house rules published in the first issue have caused concerns to some people. Now I could well keep them unchanged, but they were not intended to be set in concrete, and I expected changes to happen. It is very hard in deciding what house rules to issue at the start of a zine, many people copy those of another zine, and there are not typically a standard set.
I welcome comments from people, though I fully expect that what ever I decide, there will be some people who are unhappy. It is strange that one argument that seems to be used often is "its against the rules", which is why house rules are issued where they supercede rules in the game. The reason this is strange is because all zines I have seen that play Diplomacy allow placed draws (eg 1st, 2nd, 3rd...), and this is against the rules of the game, which states that draws should include all survivors (DIAS), so the game ends in an equal draw or with a solo win! In fact when Spring Offensive aired the idea of going DIAS, there were many complaints!
My idea for the house rules is to be quite kind, since I hate it when caught out by the rules. Though obviously they have to be fair, so when something is wrong, I am not biased. In my first postal game I was supporting a foreign unit in Spring 1902, but forgot to include the foreign power, and so it was misorder. The reason for this is I was used to Internet Diplomacy where you do not include the powers. First I will print peoples comments and answer them, and then the rules revisions.
Pete Duxon.
Have just noticed houserule 7! Are you serious? I assume this is to get round unwanted convoys. I await the amending of the support order accordingly. Seriously this is the only place I've seen this gee thanks pal. If every GM did this I'd need to consult the bloody house rules for every game I play.
NC:This letter took me at least half an hour to decipher - are you sure its not Dr. Duxon? Yes this was initially used to get around unwanted convoys, and if people specify their orders like this, then they will avoid them, though I will accept the shortened version now. As far as consulting house rules, I would assume you do so for all games you are in anyway since, (a) that's why they are published, and (b) the various house rules in use in the hobby do vary quite a bit - for instance whilst some will misorder you if you forget to put a foreign power in, others will not. You are in two zines that fit into this category - lets hope you don't rely on a deliberate misorder then.
Mark Stretch.
House Rules: some of these seem a little strange.
3)This would allow negotiation before builds, which is illegal.
NC:This is an optional rule, in that I say may. In such a game the third season would be shorter, since it would be just for builds. Maybe players would try to negotiate, but the third season is for their benefit, and the game could revert to a two seasoned one, if abused.
5)Why under that system would you ever need to disband a unit in a supply centre?
NC: No. If an NMR happened on a Winter adjustment, wouldn't you be annoyed if the GM disbanded a unit on a foreign supply centre, especially since it means it could well cause an additional disband the next year. I think that units would be more likely to stay in a supply centre to defend it next year (whether the power is in a single NMR or in Anarchy) than disband in favour of one not in a supply centre just because of geography.
6,8)These are very tough on players. I'll warn you that a lot of players don't do this. Are you really going to misorder them all?
NC: No, probably not. I am relaxing rule 6 (even though I suspect this will cause another letter from Pete Duxon), but rule 8 is mainly because, knowing how bad some peoples writing is then MS, could easily look like S or Sup, and so I would not put in the implied order, and would then get complaints from the player if (s)he then had the unit displaced. Also I think it is better to order for each unit, since this ensures you do not forget any!
7)This is against the rules of the game (see last Dolchstross).
NC: This tradition of having ordered draws in the postal hobby is also against the rules of the game - that is why the Diplomacy House Rule 1 is there.
Dave Horton.
Just a couple of (non-sarcastic) queries about your House Rules. Is is possible, do you think to "insult" a machine? I would not want to get ejected because your answering machine got upset at my sarcasm...
NC: What was this about being non-sarcastic. The reason for this is perfectly clear, I am not the only one who has access to the answer phone. If someone hurled a string of abuse at the answer phone because I am never in, then whoever comes in first and listens to the messages will hear the abuse. When I then gave them a warning or ejected them, they would say "its a machine, not a person".
Rule 6: About the coast of multicoast provinces - do you expect F(StPnc) - Nwy as opposed to F(StP) - Nwy? Or F(AEG)-Bul sc instead of F(AEG)-Bul? Some consider these unambiguous...
NC: See the rule ammendments. I would prefer the coasts to be put in. If you omitted the coast in a face to face game at one of the Diplomacy Con's, it would be a misorder!
Rule 7: Presumably then if F(BLA) C A(Ank)-Rum one must write A(Ank)-BLA-Rum? What about the rule that if there are two valid convoy routes and one is disrupted then the convoy fails?
NC: I thought the rule was that if there was two possible convoy routes, both have to be distrupted before the convoy fails. There in lies the crux of the problem. Under your version, then if you have England against a French German alliance with English F(NTH), German F(Den) and F(Hol), and French A(Bel), F(ENC), and F(Wal), you have a problem. If England wants to convoy to London with support, then what does Germany do? If Germany decides to attack the North Sea with support, so being in position to take Edi or Nwy the next season then a problem can arise. In your version, if England orders F(NTH) C A(Bel)-Lon, then when it gets dislodged the convoy is prevented (where as F(NTH)-Lon would not stop A(Bel)-Lon). Under my version of the multi convoy rule, then it still succeeds. My version can also cause problems in different situations, say if we look at an England verses France scenario, where England can dislodge F(NTH) or F(ENC) but not both, under my version no matter what England did, France would still succeed.
This rule of yours contradicts that doesn't it? And would you disallow the move if someone wrote A(Ank)-Rum?
NC: No, my version of the Diplomacy game rules contradicts yours. My original House Rules state that in a real life situation an army would have to go by a specific convoy route, and so would not be diverted by what other units do. The whole unwanted convoy issue is probably something that needs further discussion (come on peeps are you a one disrupted convoy nullifies or an all convoys must be disrupted to nullify). There was a lot of discussion on this matter a while back on the Diplomacy Internet News Group, which is why the specific convoy rule is useful.
Rule 8: Call me pernickety, but A(Bel) MS A(Mun) wouldn't work under anybody's rules!!
NC: Hello pernickety...
Diplomacy
6. Unambiguous orders may be corrected by the GM and so intentional misorders should be marked so. To avoid any possible confusion and misorder orders should include the unit type, the coast of multicoast provinces, the nationality of any foreign units supported or convoyed. 7. It is preferable for units being convoyed to have the full path to avoid unwanted convoys e.g. A(Lon)-ENC-MAO-Spa. Stating just the source and destination provinces will be accepted though.
This was an event I heard about through my subscription to Ode. I think it was the only Dip zine that mentioned this event - strange really, since it was named after Diplomacy, or that is what Michelle, one of the organisers told me. The time was 12th-14th July, and the place was Woolton Hall, Manchester.
Since it was not that far from Leeds (only �3.50 return and one hour away on the coach) I decided to commute instead of staying - the fool that I am. Thursday had been quiet at work, so on Friday morning (whilst munching over cornflakes at 7am) I decided I would bunk off the afternoon and attend StabCon. At least it would allow me a chance to find the place so I would be able to do it again the next day, when I was getting a lift from Nigel (a Diplomacy player I met over the Internet, who lives in Leeds - what a small world it is). First thing to do was find out the coach times and plan the morning work, to "appear" like a full days. I am actually on sort of flexi-time, my contract says "work at least 36 hours a week", so I could go anyway - it is just I knew I would prefer to sort through my email in the morning, rather than on Monday. I left the house some time after 10am (procrastination is a favourite sport of mine!). Since I needed to catch a coach at 12 something (you don't expect me to remember every detail do you!), then there was no way I could get into work at Bradford (okay I could but I would only be there for 5 minutes before it would be time to leave), so by the wonders of modern technology I went into Leeds University and went into Bradford "virtually". Well it would have been virtual if it was not for the problems of getting in - there was a traffic jam on the information super highway! If you do not know, all the Universities are connected by something called JANET (the Joint Academic NETwork), and so each University has one gateway (a sliproad off of the super highway) into the University from outside. Well Bradford's gateway was not working for some reason (there were "virtual" traffic cones and "virtual" highway maintainance personel sitting round on a tea break, I guess). This caused quite a lot of Angst with me. I was in a game of email diplomacy, which I was down to two centres. Now I am not one to ever give up on a game and always play out until the end, so I did not want to NMR now! Email diplomacy is different in that most games are classified as no-NMR - what this means is that if you miss a deadline you have a certain period of grace, and after this you are kicked off of the game (and your rating penalised) and a replacement sought. So after an hour of doing this I had one of two choices: give up and go to the StabCon, or go into Bradford. At the last minute of deciding to go to Bradford, I got a connection, read my 30 something emails and sent replies. I was now free to go to StabCon (well maybe "free" is the wrong word, I at least could go with a clear conscience.)
This was really bad timing, I had about fifteen minutes to get across town (about 1/2 mile between the two - this is based on me living 1 mile from the centre that it takes me half an hour to walk to), and I had not bought a ticket! I thought should I go, or just set off for Bradford? Well, I thought "sod it" and set off for the coach station belting down the road at a fair pace ( the words "steamroller" and "runaway" probably came into the heads of people). There are buses that go between the two that come either every 10 or 15 minutes, but I did not want to risk the chance to catching once, because you can guarantee that the one you want sets off from the bus stop just before you get there (this is the unwritten law of public transport, and something non-car owners know to their dread, but more importantly something that car drivers think is completely imaginary - after all they see hundreds of buses on the road, so you can just pop along to a bus stop and one will come in a minute or two!). I arrived about two minutes after the coach was supposed to have departed, but my luck was in - it was still there. I could have gone for a ticket, but I asked the driver, who said he was setting off soon and would sell me a ticket. Yippee I was sat on the coach, sweat rolling down my face from the unacustomed exercise, but I was there. Thoughts of "maybe I should have gone in" became prevalent, the conscientious worker that I am. One of the reasons I got the job I have is because of my willingness to stay until ten pm doing some work.
Off the coach goes and about twenty minutes into the journey my mobile rings, luckily it was something that could be sorted out on the phone - a "can you come into the office this afternoon" would not have been nice. The directions for getting to the venue were straight forward, even if I was relying on a hand drawn map to guide me. I arrived just after 2pm, when games were supposed to start. At this time there were only about a dozen attendees, half were starting a game of 18XX and 'hammy' said "who wants a game of Siedlers". This was my first ever game of Settlers of Catan (Die Siedler von Catan). We were playing the 6-player expansion set version, but it is truly an addictive game. For those who do not know, this is a German trading game based around an island of randomly based hexagons, where players gain resource cards, and build roads and towns to gain victory points. The winner is the first to ten victory points, and has , I found out afterwards, taken the gaming hobby by storm. After we had started the game the number of people in the hall grew to 40+ as the rest of the 18XX mob came in and set up another board. A number of "Magic" and role players were also around the place (lest I forget to mention them), starting a game of AD&D. Friday afternoon was very good, and I think that Hammy and Michelle (the organisors) are worth nothing less than the utmost praise, since Hammy spent the afternoon ensuring everyone had a game, once he had got us going on settlers. By 7 pm I had finished settlers and decided to go home, I could have started another, but it was an early start the next day so I left.
At 8 am on a dull Saturday morning I was picked up by Nigel
ready to cruise the highway. Luckily Nigel works in Manchester
and so knew the way (I could have guided him in, honest I could,
it was just the different route he took that threw me). We were
both ready for a game of Diplomacy, but a game was not
available! Okay this event was called StabCon, but no one had
brought a dip game. I am sure if we had then the list would have
filled quickly (or at least that was what the organisers told
me, which was different to the likes of Geoff Brown, who is a
non-dip sub editor of Backstabbers United Monthly (BUM), who
when expressing a comment on Issue 1 of GAME said "what is it
with this obsession with Diplomacy?"). Well it was the chance to
play a whole load of games that I had never even heard of
before!! The amazing sight for me was that by mid afternoon on
Saturday there was at least four games of Settlers going on - in
fact it made me wonder why the event was not renamed SettlerCon.
The obvious highlight of the day for me was to meet Malcolm
Cornelius, the main editor of the zine BUM. Now before his ego
gets too big, the reason was not because he is a hobby ghod
(whether he is or not is neither a concern of mine nor
something I give a damn about), but because I am playing in an
email diplomacy game with him (in the game Bergerac of the
(temporarily halted) zine Meglomania - for all those with
Internet access the game has its own web page on
http://www.bradford.ac.uk/~nchilton/dip/Bergerac.html ).
Before attending StabCon (or prior to the week before to be
exact) I was going to go to the Phoenix Music Festival which was
on the same weekend as ManorCon and so I was going to give
Malcolm some copies of GAME 1 to distribute at ManorCon. Both
myself and friends have decided to go to the Reading festival
instead (well I prefer it, and I wanted to go to ManorCon,
although the suggestion of "well by Reading I will have a car,
and so we can all go down by that" probably swung it completely
in my favour - oh if only Diplomacy was so easy!!!), so I was
free to go to ManorCon myself.
I decided to play a lot of post settler games (in that I had finished settlers) of which Malcolm had a fair selection, such as Tutankhamun, Formula One racing, and a "French football management, monopoly style" game (those who have played this - I even saw it at ManorCon - know what I mean, and for every one else the description above is quite accurate (you have "chance" and "other community chest like" cards, and you go around a board laid out to the lines of a football pitch collecting players and paying fines). Another game that was very nice was "Ave Caesar" a chariot racing game.
A good point on Saturday, for a new zine editor, was being introduced to the editor of the Mensa Games Club (or what ever it is called), and being able to talk over the weekend about the zine. Strangely / Luckily / Coincidently when I was talking to the editor, I explained my job, which struck a familiar chord with what he is doing, and provided a good rapport, to use to further the zine. I carried on playing games which lasted until about 1 am, when it became apparent that I was absolutely knackered. Nigel was driving home, and since I was not driving then I could relax a bit, but because we had to set off by 8 am the next day to ensure we got there by nine, it meant we had substantial less sleep than most of the Con attendees.
Sunday, sunday. After discovering that there were diplomacy players on Saturday I could have brought a game for Sunday, but I prefered trying to find some more unusual games. The first game of the day was an absolute biggie. It was called The Whitehouse and was based around the American election system. The idea was each player had a candidate who could move from state to state depending on a die roll boosting the votes in the state they were in. There were event cards that could either boost or deflate your standing in the polls, and you could have up to three canvassers working in other areas (or the same) to boost your rating. At the end of the four weeks the vote ratings are counted in each state to see who wins each state. Like in the real system each state is worth a number of votes, and the person with the lowest total of these votes is eliminated and their votes reallocated to the second highest in each of the states the other eliminated candidate had won. There were six of us playing the game, though I do not remember if more could play. This game did have some flaws, like it was very hard to see who was winning until the very end. Actually it would have been possible to know if you went round comparing your rating in each state with every other player, but this would have slowed the game down to below playability. Luck played a big part of this game - I always had enough cash to pay for three canvassers throughout the whole length of the game and "buy votes" through advertising, but never enough so that it became obvious I was loaded. This proved useful as everyone else was convinced that Geoff Brown, who had stacks of cash for a lot of the game, was clearly winning. This meant they would spend their time working the same states as he did, to try and keep the number he was winning low. This was useful in the last quarter when I spent all my time and cash boosting the vote in my natural home ground of the south east. I won this game, which was a complete surprise and completely undeserved - especially as about a third of the game I spent battleing over Texas, spending stupid amounts overall, as two of us kept leap frogging each other. After the initial voting I had 199 votes, making me the clear leader by a very long way (everyone else had under one hundred!). This was mainly due to the fact I had mainly worked other states to everyone else, and showed as the eliminations were processed. Although I was first in quite a few states I was very rarely second, and usually last (sixth). The first two eliminations did not give me any votes, but brought other players to between 100 and 150. As the eliminations continued, I started to gain some states, to my relief, and it started looking like a two horse race. When there were three of us left I was still in the lead, but it looked like I would be pipped at the post, if the majority of the third placed candidates states went to the second. As the states and ratings were read out I was increasing my vote, though the gap over the second place was closing. With two states held by the candidate in third, still to be announced, I reached the winning total - a win, yippee.
The game had taken well over three hours to play, and so after a short respite it was onto something new. There was a new pre-release card game called, I think, "Show Time", and based on the drama industry. Each player plays an actor and has a set of cards. On the table is laid four production cards (film or plays - like one called the scarlet midget), with a face down critic card (giving a rating for the show) adjacent to it. Taking turns round the table each player playes one card, either on an actor(ess), their own or someone elses, or on the production. The game had some faults, but since it is still in development these will probably be ironed out. The game, overall, was quite good - lets hope there is an improved version at the next StabCon.
The rest of the day consisted of a final game of Settlers. The next StabCon is 3rd-5th January 1997, to which I should be going (though I may have to fiddle around with the zine deadlines, since that should be a deadline weekend), and would whole heartedly recommend it to any games player.
For any information about the next one contact STABCON, 17
Davenport Park Road, STOCKPORT, Cheshire, SK2 6JU.
Telephone 0161-483-9131.
I was needed on Friday morning, so I booked my place on the 2:30pm coasc, hoping I would get away for the one at noon. Fate some how went peek-a-boo and things got dragged out until I found it was 1:30! I managed to finally get away at 2:15, and was then overwhelmed by an increased sense of deja vu as I found myself pelting down the road at 2:20. The obvious difference this time was I was carrying a ton, so lets hope there would be a crash barrier at the other end! With about 15 seconds to spare (literally!) I was sat down in the coach. So it was bye bye Bradford and hello ManorCon. Now I don't know if it was just because it was ManorCon season, or something about Birmingham in general, but we had a wierdo on our coach. The coach journey was timetabled to take just over 3.5 hours getting in for just after 6pm. About an hour or so into the journey, which was running to time, up pops this guy from the back of the coach and proceeds down the aisle shouting "driver, can't you put your foot down and make this bus go any faster?". The driver obviously managed to put him right, but only temporarily, as about ten minutes later the show starts once more. "Driver, driver, does this coach have a governor on it?". There seems to be a discussion going on now, though I cannot hear what the driver is saying, just this guy. "So, driver can you get around it?" "What speed is it set at? ...... 65? Well you are only doing 60". After a while normal service resumes, or at least until some time after five. "Driver, I didn't mean to cause trouble, I was only thinking of you. If you arrived early you could have a longer rest. Okay?"
I caught a taxi to Lake Hall, where ManorCon was resided, since it seemed the easiest option. The Friday night Diplomacy was already underway so it meant I had plenty of time to settle in. I put my name down on the "standby" team diplomacy list for Saturday's tournament. I obviously did not have chance to organise a "GAME" team or join another zine's. Next year there will be a GAME team, hopefully. Friday night was a meet the players night, or more appropriately a "say a quick hello as everyone was playing Dip". It was now time to look around for a game to play. I have found the knack of doing this - you just announce "who wants a game of Settlers?" Out of the woodwork three players pop, and then I promptly lose! Still drinks from the bar were flowing until they closed it at 11!
Saturday morning - up, showered, dressed, and down for breakfast at 8am. The Diplomacy was starting at 9am, and down to the front I went with the other stand by's, with memories of the school football team selections flooding back. Luckily there were seven of us, and no one needed any replacements, so we made our own team. I decided to play Turkey, as a safe option - this would be only my ever second "real full" face to face game (the first was the London MidCon qualifier last year, where I was finished on three as Austria - the one where Turkey was out at the end of 1902). This may well be just a coincidence, but Mr.H (to save his identity being revealed) who was the turkish player in that game was now the Austrian one in this one! An Austrian - Turkish alliance seemed viable, since Italy wanted to go westwards. This obviously did not please the Russian, who said if he fell I would be next. To cut the game down to a couple of sentences, I stabbed Austria, and ended up on eight centres, after losing one right at the end, coming second to Germany (on 10?), a member of the "last years winners" modestly titled team. I think that everyone was still in the game at the end too!
After this game it was Settlers time once more - first four wanted to play, then this grew, and grew. At first we played a six player version - and I won. The problem was there was an ad hoc settler tournament going on, but only for four player games. So after this game we started playing the four player version. I lost the first game, and then the second, and the third, and so on until 1 am! Some people wandering past must have thought it a long game, not several short games concatenated together.
Sunday was more Diplomacy, with the individual tournament continuing. This time I was given Germany - a country I either do relatively well or get eliminated with. My board included Steve Massey, who was in the Diplomacy game on Saturday. An E-F-G alliance was formed and cemented in 1902, to attack the rest of the board. This is something that I have never tried before, and worked exceptionally well due to a thoughtful Austrian player who refused to see that the E-F-G existed when others pointed the fact out to him (though I see his point, just because the same three people get up at the start of each season and move off to a corner to negotiate, does not mean there is an alliance. The same goes for when all three players hand their orders in at roughly the same time!). Also I think that the Austrian player giving personal insults to the Russian and Italian player is one of the best self preservation tactics I have seen [sarcasm mode off]. So I ended the game on eight centres, having once more lost a centre at the end - I think my mid and end game needs vastly improving. I will have to dig out some articles on the subject, and may be there is even room for a "how to play face to face" one?
I now had about three hours before it was time to leave. I initially was going to stay until Monday afternoon, but work resulting from my Friday meeting, meant I had to be in for 9am on Monday morning. So it was just enough time for a couple of games of TRAX (see the back page) and then Formula One Racing. So ends my first ManorCon. A truly enjoyable event. Will I go next year, sure. Will I be organising a GAME team? You bet.
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