ARRAKIS BY AIRMAIL
Today's postal hobby has bee greatly enriched
by neutral moderators (or "GameMasters"), which
allow for the play of the proliferation of mul-
laser games, Nolabe postal games with a Game
Masier (GA fot short) are found now for
DIPLOMACY, KINGMAKER, WOODEN
SHIPS & IRON MEN, CONQUISTADOR, Roy
Henrich, publisher of the well-respected amateur
“rine Enioy is currently tanning plm games of
RAIL BARONand MAGIC REALM, which eres
to prove that anything is possible in the postal
hobby. But there seems io be litle avallable o fans
(Of SF. [Hopefuls this issue wil set thar argh I
Seed, considering the tend toward s/fantasy tiles
and the seeming popularity of DUNE, iis surpris:
Jing that thas not be absorhed by the postal hobby.
With this in mindy I offer rues for moderated
postal play which maintain much of the ga
Sistine! Haver,
Pre-game Activities
‘Upon stat of'agame of postal DUNE, a neutral
party: must be chosen (or volunteer) 40 act as
GameMaster. He will present final starting po
tions and faction assignments (ishing the players!
preference lists into account), the board position,
fall players’ orders, maintain the Spice
decks and record or disseminate any
private information (for example the cards held by
ach player, movemen of storms, Bene Gesserit
Prediction, efe.). The GM will iso act as final
arbitrator for all arguments and rules interpreta
Players submit the following when starting the
game: 1) a preference list (a lising ofall factions in
the order the player would prefer to play them), 2)
intial placement postions forthe Fremen and Bene
essen tokens (in case he is assigned ether of these
to play), 3) prediction for the Bene Gesserit (in
‘ease called upon to take that role). After the GM
has received allthis information, he wil issue the
faction assignments along withthe names and 2d
dresses ofall players. Each should receive the
following information:
1) Four leaders to choose amone as traitors:
2) Starling locations for Bene Gessert and
Fremen tokens;
3) Storm location
4) Spice locations:
5) Treachery cards dealt to the individual.
Imauition, the Fremen player isseeretiy informed
fof the Turn 2 siorm movement and the Aleides
player isseretly informed ofthe types oF Te
cards up for bid (but not necessarily inthe correct,
‘order) and the location of the Turn 2 spice blow.
‘With his first set of orders, each player must in
form the GM which of the leaders he drew ill bein
his lay, IT any player should fail to das, the GM
will select one randomly amongst thos leaders not
inhis faction and inform hit of the fat
The GM will also assign @ deadline date by
which time all plavers must have Ueir orders for
Turn 1 on file with the GM; failure to do so results
Jn loss ofa turn all units ofthe offender remaining
in place) there are special rules for failure to sub-
mit a battleplan in th section on combat below
‘Brinicen thetime the players receive the notice from
the GM and the deadline, they are fee to negotiate
uth their fellows,
Orders
‘When movement orders are due, the players
should send the GM the following information
1) Treachery card bids
2) Revival, shipping and movement orders:
ane
3) the play of non-combat Treachery cards,
Further, the Bene Gesert player should specify
where he ts hostile and where willing 10 land
audvisors should the opportunity arise
‘When combal orders are due, each involved
player should submit a battleplan foreach combs
fnd inicate whether he will call "treachery"
should the opportunity aise,
Feedback from the GM
After receiving. movement orders from the
players, the GM should send out a teport 10 the
players, including the following:
1) Storm round results;
2) Spice blow resuls
3) Bid round results;
'4) Movement round results
'5) Combs tobe resolved and order ofbatle
resolution;
6) A listing of where the BG.
turn; and.
7) Next turns storm round and spice blow
Should by accident members of the sam
alliance atempt moves which would resul in joint,
fccuation of terior), the fraction moving in
with he prealest umber oF tokens oceupesit while
the other player() are left back at the point im-
rehately rir to entering the prosince. (For ex
ample: The Atteides and Guild payers are allied.
stile this
cu
PBM DUNE
By Tom Swider
Atreides orders nine tokens to ship down to
CCarthag and moves these same tokens to the Im:
perial Basin. The Guild meanwhile moves ten
tokens inthe Polar Sink to the Imperial Basin, The
{GM would port that there are en Guild tokens in
the Imperial Basin and nine Ateides tokens in Cat
thag. If the Atreides attempted to ship troope
irectly tothe Imperial Basin or if Carag iso
ed by Guild Forces, the Atreidesiokens would
femain in reserve.) Should there be a Ue for the
freatest number of tokens, the faction with the
realest amount of spicemovesin; iatiestllexss,
the postion ges tothe faction with the strongest
‘remaining leader. (Remaining ties are broken by &
random number)
So that the players and GM may make them:
selves as clear a: possible on mapboard postions,
the map's sectors are labled witha number. Start
ing with the "Star Storm” sectorand proceeding in
the direction of the storm, label the sectors "1"
through "18", Unless otherwiseinstructed, the GM
will assume that any tokens moved are placedin the
seclor curently furthest from the storm.
X, Battles
If ther are any combats, the GM will notify the
players involved of the deadline by which battle
plans are due. Players should list the mumber
filed, amoumt of spce payed, lader() and any
attack defense cards), Players with "Karama" or
*Truthirance”*cards and/or special combatadvan-
tages must inform the GM of the actions or ques
tions fo be made, and how these wil affect their
battleplans. A player may automatically use any
character advamiages he enjoys, along with any
ssined through an alliance.
TT there is more than one battle to be resolved,
the GM wil determine the order in which batles are
to be fought by random number. This wil resolve
any difficulties arising from one player being in-
‘olved in more than one combat in & urn.
For PEM DUNE, the agaressr is ermed asthe
player who occupied the bate site first. Tokens
present atthe beginning ofthe torn are given first
Pioity and are always considered th agressor if
nvolved in combat. (Note that ifthe BG pla
‘comes out of a state of co-existence, theo
player is the aggressor if the BG occupied the ter
Titory with that power and was previously in co
existence.) Tokers which were shipped t the battle
Site have second priority, Fllowed by tokens which
moved there by planctary movement. Tes in the
lowest priority are resolved in favor ofthe fastonPe ee ne
8B
moving the least number of spaces to arrive there.
(All other ties are resolved by random numer )
there are more than two opposing sides occu
pying a territory, combat must be continued until
there is only one faction lft, as per the normal
rules. All occupants of the contested territory must
submit combat order; the aggressor mustalsastate
‘which player he wishes to ight ist, The remaining
players submit battleplans in case he is chosen 10
fight first. The GM. will appoint appropriate
deadlines foreach bate to be foutht.
If the Guild chooses to move before everybody
lse, he is automaticaly the aggressor, On the other
hhand, ithe chooses to move after all other players,
then llother factions are the aggressor when facing
his tokens in combat,
Payers must state if they will nar call treachery
into play if a leader in thei play appears in the bat
te. The GM will assume they wll unless otherwise
Instructed and take all appropriate measures,
Missing battle urn: shoulda player failtosub-
mit a battleplan by the declared deadline, he is
assumed to have dialed a umber equal ois token
valueminus one-half ero spice, ent inhi weakest
leader (or a cheap hera/heroin if avalable) and
utlized no treachery cards,
XM Alliances
Players may automatically utllze any advan-
ages gained from thie ally (Exception? in a
BO/Gull alliance, BG troops ship at half rates,
and the Guild troops may voice" thelt
‘opponents. In the case of using the Harkonnen’s
ower, “treachery” will always be called when @
Harkonnen ally meets one of the Harkonnen's
trailors in battle
It is sitongly suggested that alliances not te
allowed to win. tis this player's opinion that
allianee wins in DUNE are azins! the spirit ofthe
‘game, although they can be formed temporarily t0
aid positions or stop another faction. This rst.
tion will also bring the Guild and Fremen endgame
advantages into play more often,
‘Should there be no combats tobe resolved, play
proceeds tothe next turn's movement. I thete ate
combats to be resolved, the GM must seta shor
term deadline by which time players must submit
battleplans. After receiving these he gives another
report to all players, including all the following?
1 Combat results
2) Collection ound results;
3) A listing of all player's current spice
holdings;
4) The number of cards up for bid next bid
round;
5) A listing of final board postions: and
6) Any secret information due the Atrides
and/or Fremen players.
‘Should there be no combats, the information
listed above (except item 1) should be included
along with his movement report to players,
Modifications for Postal Play
tis axiomatic that play by mail will require
some slight adjusiments to the game rules. These
hhavebeen kepttoa minimum, The following arethe
comprehensive rules changes: unless otherwise
noted, al ules remain in force,
VU. Spice Blow
‘When a worm appears, any alliances must be
deciared by the next movement deadline. Players
may submit only one alliance choice; i player ofa
Proposed alliance ist dentcal alliance choices, the
Alliance is considered formally Formed, (Example:
‘Emperor proposes a E/BG alliance; Bene Gesserit
propose 4 BG/E alliance. The GM would then
Aotiy the players that such an alliance does in fast
exist. However, if the Emperor had proposed a
E/BG/H coalition, no alliance would have been
formed singe the Bene Gasserit did nat list the
Harkonnen. Too, since the Harkonnen player did
‘ot bother to submit any alliance proposal the
diplomacy of the Emperor would fal.)
‘When worms appear ifthe Fremen are able to
take an action as a result, the Fremen player must
inform the GM of such actions in hs next set of
‘movement orders.
Vt Bidding Round
Bidding is done simultaneously, Players may
make their bids conditional upon the results of
prior bids, but must ry to beas clear a8 possible as
Totheir intent. The GM is nat responsible Fr prob
lems caused due to a set of ambiguous orders,
Players may specify that they willattempt to outbid
a specifi faction(), where upon he wll pay one
‘more pice than the hishest bid, Should oor more
players attempt 10 outbid each other, the player
With the most spice pays the amount necessary 10
‘outbid everyone ese trying to outbid him (ties
broken bya random number) Each card goeste the
highest bidder; tes are passed to the faction with
the most spice in hand (futher tes are resolved by
random number)
Players normally bid on a card by its numeric
rank. For example, the Guild bids Four Spice forthe
first through thid cards, wo Spice For the fourth
and fifth cards, and attempts to outbid all other
players forthe sixth card. The Atreides player must
bid by referring to a specific card (for example:
"Bid 5 Spice on the Lasegun, and 2 Spice on each
poison weapon), The Attedes player may bestow
his special Bidding advantage to other players (ce
above for alliance) in his faction,
Bids which ae legal at thei ime of execution
areautomaticallycancelled, This occurs whenever
player does not have sufficient spice mee his bid,
Oras a full hand.
Note: Ifa player has acquited Family Atomics
‘or Weather Control, and intends to play it, he must,
notify the GMa turn ahead in order fo warn him of
possible adjustments, For the next two turns, the
GM wil seta deadline forthe player to notify him
Of whether the option willbe exeresed. Normally
this willbe the same day in which bacieplans are
‘due, The player may make play ofthe card condi
tional upon combat results, Reso desives. Other=
wise, this due date should be approximately nine
«ays alter the postmark on the GM ajudication of
combat If 01 exercised, the player loses the option
{outlizthecard until the GM isagain informed of
its potent.
Note: Karama cards are played normally during
‘movement or combat, The player may make the
play ofthe Karama card conditional upon the a
tions of other players. (For example: The Guild
player states, “Iwill play my Karama if, and only
If the Emperor attempts to ship to Tuck's Sietch.)
1X, Movement
Movement is considered simultaneous, in the
normal order listed in the rales: revival, shipment
and on planet movement
Should movement resultn the violation of Rule
IX.C.2. (occupation of Strongholds), units arriv-
ing by shipment take priority over forces arriving
Overland. If this method does not resolve the viol
tion, the largest force (numerically) has priority
‘over smaller forces (is are revolved by fandom
number)
XII Bribery
When players would like to make a spice deal,
all involved parties must sign a contract (an index
‘ard is recommended) with the terns of the deal
‘writen on the card. The GM will make his deal
Known fo the public and has the right to adjust a
players orders by aborting carain moves if they
ould break the terms ofthe spice deal Inthe case
where the player agrees to makea certain move, the
GM may write or place a collect cll tothe player
concerned 10 receive a change in orders to rectify
the problem. If this proves imposible, the GM will
change ordesto meet the term ofthe deal. A spice
eal should be closely monitored to insure that
players follow through onthe deal. [nthe rarecases
where the GM can't do anything to rectify orders
which break a. spice deal, nothing happens;
however, the player who did follow though with
the dal and has an opponent wha was notable to
meet bis end of the bargain may citer delare the
deal null and void, oF force the player to met the
terms ofthe deal as soon as posible
Advanced and Optional Rules
‘The following rules may be sed in PRM DUNE
With fede change: Additional Character Advan-
tages, Additional Kerama Powers, Weather, In-
creased Spice Flow, Spice Blow, and Advanced
Combat. The GM should be able to implement
these without trouble by applying the precepts
displayed above.
Special Character Powers
trees: The player must make his batleplan
conditional upon the reuls of prseience. He may
bestow his bidding advantage upon other players az
he chooses, This allows them to bid on cards by
name as opposed to numeric rank. Other players
should submit orders conditional upon whether the
Ateides allows them, at his whim, to bid inthis
‘manner of not. To do so, the Atreides player must
inform his “ally” what the cards for Bid, There are
{wo possibleouteomes. The Atrides player may in-
deed allow him to bid oa the cardasis, oattemptto
“teik'” him. (Asan example: The Ateides informs
player B that he can bid on the LASEGUN. The
Areides player then instucts the GM, “allow
player B tobidon the LASEGUN” However, if he
Wishes to betray player B, he informs the GM that
“Tam cellng player B that BALISET is LASE-
GUN.” Player B could state, however, that he will
bid normally or inthe Atreides manne, iFallowed.
Ir player B made a bid on a card which Acteides
wasn't allowing him co bid on, the bid is simply i=
nored.)
Bone Gessert: The player must specify exactly
Where heishostle during the upcoming turn, Other
players should list alternative caed plays in case Of
"yolciag™” actions, i they eit
Emperor, Fremen: thse
hei special tokens with an
orders
Guild: The player may, instead of moving
simultaneously, move either before ot after
fverybody’ else, If moved first, his forces always
arrive at their destination fics and will always be
considered the zgressor. Should hechoose to move
Tas allot his orders may be made conditional upon.
the motes of any or all other players, but any
‘emies faced will automatically gain the aggressor
“Harkonnen: When submitting the batteplan,
he must pive list from the opposing faction’
leaders of which ones he wishes to Rold should they
be captured, and whish ones wil be Killed forthe
two Spice bounty. IF hiss overlooked, the GM will
assume that all leaders capeuted are Intended for
execution forthe Bounty
layers must denote
‘when submitting
Miscellaneous
When it comes to playing cards and selecting
hattlepans, players should miake thei orders con
ditional upon possible results. Players are warned.
to make their orders crystal clear; should any doubt
arisen the mind ofthe GM aso intentions, hs rl
ingsace ina. 1tissuagested that no action occursia
cases of ambiguous orders,“The GN has final ruling on all ale interpreta
tions and the manner in which the game com
ducted. Should a player wish to make a compin
heshoul nou the GA ofthe Probie, But
the GMs fia arbitrator alfhough he mas 6
sier the preblem to protect hi integrity ad the
interests al players).
"Any questions abou this pom system will gay
be answered by the author, provided @ SASE i
snclosed, Available also, with a SASE, ate
iaterials 10 moderate PEM DUNE: these id in
een ack o avr card, oder of asm
eck, alors, copy a the map and pudeines on
adjudicating sev cases, Send al Comments oF
uestions 10: Tom Snider, 1183 Robinon Hill
Road, Endwell, NY 1360 ue
CONVENTION CALENDAR
JANUARY 13-1415
CRUSADER CON Ill, Denver, Colorado
Contact: Stephen Stein, Auraria Gamers Cut
Metropolitan State College, 1006 1h Street,
BOX #39, Denver, CO 80204
NOTE: Tournament events will include
DIPLOMACY, KINGMAKER, SQUAD
LEADER and CIVILIZATION among other
‘Avalon Hil ies
JANUARY 14-15
CHIWAUKEE CAMPAIGN 8,
Kenosha, Wisconsin
Contact! Thomas A. Beach, 14654 Sheridan
Road #2, Kenosha, WI $310,
NOTE: Tournaments include WS4/M,
SQUAD LEADER, GLADIATOR, STORM
OVER ARNHEM and STARSHIP
TROOPERS among many others.
JANUARY 15
PANDEMONIUM OF WINTER GAMES,
Toronto, Ontario
Contact! Walter Hnativ, P.O. Box 67, Sin F,
‘Toronto, Ontario, CANADA M2Y 2L
(416) 924.1989.
NOTE: Tournaments include WIZARD'S
QUEST, SQUAD LEADER. PANZER
LEADER, PANZERBLIT2, DIPLOMACY
and TITAN.
MARCH 3-4
GOLD-CON i, Pompano Beach, Floride
Contact; Jokn Dunn, Library, Broward
Community College North, 1000 Coconut
Creok Blvd, Pompano Beach, FL 33066.
(305) 428.8832.
MARCH 16-18
‘TRI-CON I, Raleigh, Novth C
Contact: James Moslond, North Carolina State
Gaming Society, P.O. Box 37122, Raleigh, NC
27601
MARCH 17-18
CENTCON #4, New Britain, Connecticut
Contact: Ronald Vincent, 471 Commonwealth
‘Avenue, New Britain, CT 0605.
(203) 225.076.
DIPLOMACY...
By Rod Walker
Now. I know that there area few of you readers
cut there who do not Believe, Stil, you cline tothe
notion that DIPLOMACY is not THE GAME. 1
Know yeu're out there... I've seen you with your
duodecahedronal dic, your six foo! by eight Toot
boards, your hand painted panzers, your callpers,
Sealant, micromanipulators, metic conversion
fables, asrolopieal forecasts, portable computers,
and sarchels ful of litle cardboard squares. Pve
seen you ou inthe gaming roomsat 6 AM, trying
‘et one of your games set up so that it wil be ready
to play at 3 PM. I've seen you arguing over the
Volume ll Section 152, Paragraph 86, Subsection
(12) rHKVII) exception to the rules. And I've seen
Sou at auctions, tying t0 unload games which
everybody was playing las year and nobody is play-
ing this year
"Sure," people will say, “Diplomacy is simple,
cagy to learn, easy 10st Up, and ikl) 10 remain
Populae afer twenty-five years, But look at this
reat game of Tyrannosaurus Rex! It has EIGHT
Gifferent scenarios! Wow, eight... twelve
twenty... ily scenarios! I's not the same game
everytime.” Wel that ian advantage, P'ladmit,
nd eversbody knows that DIPLOMACY has only
fone, ight?
DIPLOMACY bas, in fact, over 700 known
ail designed by fans of the game of an amateut
bass, But don't let that tag “amateur” f00l you,
tenile readers... some these people also design
‘bames professionally and many others are highly
Fespected for thei variant savvy within the hobby.
There are DIPLOMACY variants for almost
very tase, interest, and number of players (rom
‘soto, theottieals, an infinite number). Thereare
Inany variants which use the same playing board
And pieces these simply ales the rules litle ora
Tot. Such pames include economic facors, oF new
types of Units (ar power, for instance, or sub-
marines), or pethaps ony something as simple as
regotisting initial placement of units before the
tame starts, Some Variants make some changes in
the mepboard (for which I recommend that the
players could use a plastic overlay and grease
pencil). A good party variant is one in which the
‘board iself changes randomly in various ways dur
ing the pame (again the plastic overlay)
‘Many other variants exist wit totally new play
ing mapboards (usualy with many new rues f0 g0
ssth them. Whatever the reader is intersted in,
‘here i probably a variant that caters to it, There
fare numerous variants which add part oral ofthe
test of the world—the most popular ofthese being
the "“Youngsiown” variant which edds China,
India and Japan to the Great Powers and makes the
The Compleat Diplomat
wy
With a Difference
mapboard aylinder. Subvarians of the “Younes:
town” alsoadd Africa; and one, YV XI, even ades
the New World, Therearemany, many other global
the reader doesnt cate for the period of 1901,
‘what then? Well. name the period, My own,
"2001" [82.00 directly from Rod if you're in-
terested) is & global polar-projection variant, re-
‘uiring three to ten players, with multiple Sub
Yarlants of is own ranging from 1920 to the 218
Century. Games such as “Imperial VII",
1939" and "Zeus" take DIPLOMACY into the
ever-popular Second World War. And there are
Napoleonic, Early Modern, and Medieval variants
‘Theancient word (both Roman and pre-Roman) is
well represented. Too, one can find Colonial
‘America, ancien India or China feudal Japan, and
‘numerous other eras and areas is KINGMAKER a
‘bit complicated; ry “Warwick”, a DIPLOMACY
variant of the period. Do you find MACHIA-
VELLI a bit 100 long to play; try “City tate
Does Might» Foriess put you off fy “Excom=
Nor are the science fiction or fantasy fans
neglected. Many Middle-Earth variants exist, in
lading two ("War of the Great Jewels” and
Beleriand”) set in the Fist Age! Barsoom,
Dalarna, Earthsea, the Hyborian Age, Witch
World, the Young Kingdoms, Kregen, the Founda-
tions, and the Federation are al represented
rot to mention many more generalized galactic and
itertllar variants
One can, literally, play DIPLOMACY set
almost anywhere in the universeand inany age, The
system is infinitely adaprable (one ofthe marks of
lassi), All you need are the relevant rules and a
nap. Be warned however, amateur variants do not
repeat the standard DIPLOMACY rules, nor do
they reprint the standatd mapboard (tha is what
they ule). Rules are written only as exceptions to
the existing AH rulebook. Therefore, in order 10
play the variants, one must have the game
‘But once you have that, what then? How does
one have access to these wonderful variants? You
ould, of course, make up your own. That's how
these all got stated, (And, there san expression
of interest from you readers out there, we might
print some simple variant rules this column some
ay.) Beyond this, there isa repository fr this type
fof material. It is known as the North American
Variant Bark, and our files include over $00 of the
known varians, The NAVB Catalogue is $1.00
(and is available from Rod Walker, 1273 Crest
‘Drive, Ensiitas CA 92024). The Catalogue wl it
the game varians available, indicate how many
players are required, and list how much each costs
fo order, Furthermore, there are two fine booklets
errr