********************************************************************** * Round B Prizes and Awards, Part 4: * * * * THE DIPLOMAT'S POUCH - ROUND B * * * * "Honoring the greatest diplomatic exploits of the round." * ********************************************************************** Note - The compressed final gamefiles and game histories can be easily downloaded from the Web and then viewed offline: Gamefiles - http://www.pixgen.com/~rfheeter/w2home/archive/tournament/roundb/results/ Game Histories - http://www.pixgen.com/~rfheeter/w2home/archive/tournament/roundb/histories/ 1. "Best Buddies" - Players who kept their alliance and split the map: This round we honor two warlords from B01, Dionysos and King Chu of Formosa, for sticking with their treaty throughout the entire game. There was no treachery whatsoever; on the contrary, they each offered up more than the other wanted! King Chu: "After the battle is done, I will raze my cities so that we have equal number of cities in turn 20 as declared in our treaty." Dionysos: "Don't burn your cities for me! We don't need to be 50-50, let's keep this poor world that has already suffered so much in peace as it was divided by our respective fortunes, that's all that I want!" 2. The "Good Old-Fashioned Hospitality" Award - We have to congratulate Bosquito of B07. As Avenger's yellow-clad forces advanced west upon Bosquito's white forces in the north, Bosquito offers City 65 to his ally Lord Gumby (Blue) to help him finish his quest. >Friend Gumby! > >I offer you the core city, 65 this very turn and my other core city next >turn in exchange for a continued truce through turn 15! [...[ >All men and women able to swing a stick are needed at home... Bosquito then offers Gumby his Demon ruin and City 11 to boot! >Looks like I'm not gonna get to my demon ruin, you can have 'em. Also, >go ahead and take my city 11 if you want it. I gotta move North, so >either it gets razed soon or you take it. Looks like Avenger's invasion >of me is turning out pretty good for you! Some players in Round B had allies who would follow suggestions and advice, but only Bosquito was so kind to his ally that he would literally give away his cities and ruins without even being asked! :) 3. The "Make Me An Offer I Can't Refuse" Award - In B10, Professor Patrick was having troubles getting anyone to commit to an alliance. Finally, on Turn 10 (!) he gives up on trying to finagle an alliance with subtle diplomacy, and tries the blunt approach: >The White troops are still in a somewhat neutral mode, >hoping for a firm and specific offer of an alliance from either Kamevil or >Fortissimo. [...] One of you is clearly going to come in first in >this game, and I, opportunist that I am, wish to join that winner in his >glorious victory. Please, someone -- make me a concrete offer with >guarantees that I cannot refuse. This proved to be the decisive move of the game, because Kamevil accepted it while Fortissimo butchered one of Pat's heroes. Even though Fortissimo outfought Prof. Pat and killed 2 of his heroes, he did not have enough strength to stand against both Pat and Kamevil, and soon the writing was on the wall... 4. "The Distinguished *Triple* Cross" - This award goes to Sun Tzu, Red in B03. At least to this reader it appears that Sun Tzu managed to double-cross all three of his opponents, and double-crossed one opponent three times! He stated the conditions for a cease-fire with white, and white accepted them and complied completely with the conditions. The next turn, Red took the white city he had demanded, but also killed 10 white armies. In the same turn, he again gave conditions for a cease-fire with white. White again accepted, and complied with the conditions. On his next turn, Sun Tzu took the white city he had demanded, and also took another white city, killing 9 white armies in it. These events reminded one Prize Guru of an old saying: "Fool me once, shame on you; fool me twice, shame on me." Sun Tzu later went back on his word to blue, and eliminated him from the map, and broke his alliance with yellow without notice. (He claims he was only trying to trick blue, but blue pointed out some red troop movements that seem to contradict that claim.) However, none can argue with Sun Tzu's dominating 2nd-rank finish for Red in Round B! 5. The "Remote Control" Award - Sun Tzu again, who sometimes seemed to be playing all 4 sides at once, as he dazzled (and occasionally annoyed) his opponents with reams of perfectly legal tactical and strategic advice in B03. 6. The "Igor: 'Yes, Maaastur'" Award - Early on in the game B05, the Yellow player, "A Friend", complained that he was unable to exactly duplicate the moves of White, when he found that a slight asymmetry in the map wouldn't allow his elemental to take the mirror-image city to one that White had taken that turn. Later, on Turn 7, his enemy Celeborn pointed to ten (alleged) instances in the last four turns where A Friend followed advice to the letter. Alas, the true story may never be known - "A Friend" became a lost player and has not been heard from since. 7. "The Trial of the Century / Impeach the Puppeteer" Award - The Untouchables (White in B05) decided after a few turns that their diagonally-opposite opponent Celeborn (Red) was their main threat. While Celeborn went to war with King Warren (Blue), The Untouchables allied with A Friend (Yellow, See the "Yes, Maaastur" award). Too far away to fight Celeborn directly, The Untouchables sent "military advisors" with critical bits of tactical advice to both of Celeborn's opponents (though perhaps not as much advice as some players did in other games). To make matters worse for Celeborn, both A Friend and King Warren made good use of the advice - to the point where it felt like The Untouchables were controlling all 3 of Celeborn's opponents! The strategy was effective in a cutthroat way, but not entirely sportsmanlike. It so enraged Celeborn that he accused The Untouchables of cheating by "puppeteering", complaining that he felt like he was playing against *3* players of The Untouchables' skill, rather than just 1. And now the Tournament had its very own "impeachment" debate when the problem was sent to the Moderators for discussion! In the end the Rules Guru (Gary Best, Celeborn's brother, and The Untouchables' friend) made a Solomonic ruling that although The Untouchables' behavior was technically legal within the letter of the rules, it was against the spirit of the rules to try to control another player's actions. Both sides were chastened by the ruling, which eventually motivated the limited diplomacy rules for Round C... Further details can be found in the B05 history and query log on the Remailer.... (Disclaimer: as this little summary was written by Bob himself, other players might have a different perspective on these events!) 8. The "Help me!, Help Me!" or "It Pays to Stay in the Game" Award - Dedicated to OfUnknownOrigin in B10. After losing his lead hero on Turn 7, and with Fortissimo's forces breathing down his neck, razing his cities, and butchering his armies like sleeping cattle, OfUnknownOrigin writes on Turn 8: >At this time of crisis I am reminded of the final words of >David Hedison in the sci-fi classic from 1958, >"The Fly" - "Help me!, help me." Then he makes a classic OfUnknownOrigin proposal: >Although I pose no real threat, I would like to propose a >non-aggression treaty between myself and Kamevil. > >I humbly await your reply. Amazingly, despite his inauspicious start, he sticks with the game and refuses to go under. And then Fortissimo runs into real-life trouble and drops out of the game, and OfUnknownOrigin is further aided by some generosity by Kamevil, with the result that he finishes with 3 cities as Red. This was the color with the poorest performance in the round, and (surprise!) OfUnknownOrigin winds up ranking 12th in his color, in the top 50%! 9. The "Ally With Me, or Die!" Award: In B11, facing a strong enemy in Hunzo, and desperate for an ally, Thor demands and alliance with Melrose in the following unique style, which speaks for itself: >Melrose, at this point I am demanding an alliance. You >really have no choice. I have no idea who will win if we go >after Hunzo. But I guarantee you we will both lose if we >keep fighting each other. > >At this point, a no conflict alliance is not enough. You >must commit to going after Hunzo. I can't do it alone. If >you commit to going after Hunzo, and only Hunzo, I will >leave your city in the N.W. center alone, and will back off >in the North, and redirect my troops South. If you refuse >to make a committment I will continue attacking you until >you agree. 10. "Punch-Drunk Boxers" Award Somehow we have to honor Thor and Hunzo from B11 for their unique love-hate relationship. First they ally. Then they fight. Then they get into a nasty, bitter feud with each other. Then *both* of the other two players drop out of the game. Yet like two punch-drunk boxers, they keep on fighting each other, virtually ignoring the Static Defenses! And at various points, weary from the endless frustrations of the war, they each try to drop out. And again like punch-drunk boxers, neither will let the other quit! Finally they wear themselves out, see the light, make peace, and go to clean up the Static Defenses, thus finishing with very reasonable rankings after all. 11. 'Et tu, Brute' - We must honor the Warlords of B14 for their interesting adventures! On Turn 10, Commando (Yellow) offered alliance with C-rad Halftroll and Sir Phoenix against Lord Garlic, like this: >Death to Red, Lord Garlic, Maga, etc... >I offer 1/3 each split to White and Blue. >We must act now or red will have 100%. (again!). By Turn 12, C-rad Halftroll was eliminated, and it was just Commando and Sir Phoenix defending against Lord Garlic with 11, 7, and 20 cities respectively. However, the defending alliance succeeded in fending off Lord Garlic, and by Turn 18, the city numbers were 12, 8, and 8 for the three combatants, prompting Sir Phoenix to leave a number of cities undefended and say: >I hope to be second, I will try. I never betray you, >I fulfilled the alliance. But on Turn 19, Commando captured two undefended cities from Sir Phoenix and forced him to raze two more to prevent their capture by the formerly loyal ally. The final numbers were 15, 4, and 6 cites for the Warlords - and a painful lesson for Sir Phoenix about how far to trust an ally in the last two turns of the game. 12. The "Better Late than Never" Diplomacy Award: While many games had generated many kilobytes of diplomacy as quickly as turn 2 -- with players searching for the best deal from all opposing warlords -- Centurion of B18 did not say a word of diplomacy to Vance Kic until Turn *16*, at which point he said only: "It is the first time I communicate with you in this game, and it is to request of that great Kingdom a non aggression pact." 13. The "Hard to Get" Award: Lord Dread of B20 seems to have been the biggest tease of the round. All three warlords were vying desperately for his friendship. Finally, the much awaited between-turn archive message arrived. Who would he ally with? Who? Who? The response: > A piercing cry toward the center land erupted from the >night, and as quickly as it was voiced, there was silence. >Bruce Leroy paced the deserted streets of Harlem awaiting he >who summoned him. The Shogun of Harlem's form slowly began >to coalesce form the damp, foggy night... > "Leroy! We must talk. Word has been sent from the other >gangs and we *must* ad..." > "No," Leroy calmly cut in. "We mustn't do anything, >but that which benefits our home, brother. Let us walk, and >decide our fate, the fate of our land this night." > Leroy and Shogun sat down, with their backs toward the >South and East, knowing that there was the only safety >in the world. They began to talk... And that was all that he said... 14. "Well, before sending the gamefile, how about some diplomacy?" There's nothing unusual about that remark, except when the game is B24, and no one has even moved yet, because it's still Turn 1! 15. The "Serial Treachery" Award: We recommend to everyone the sordid events of B21! There was a series of rather intricate treacheries involving three players over 3 turns. Unfortunately it was so intricate that the Prize Gurus who read the game have yet to get the details straight! But it went something like this... It appears the game began with a north-south war. By Turn 4, Medzner (Red) and Isildur (Blue) had allied, so G'tath'moran (White) and Havell (Yellow) teamed up too. The war developed slowly, then began to tilt in favor of the south when Blue slew a White hero on Turn 9. Yellow fended off Red and forced many razings, but Blue gradually overcame White. At the end of Turn 16 Blue held half the 38 remaining cities, while White is down to 2. And then the fun begins! On Turn 17 Havell offers a truce to Isildur and surrenders a temple. Isildur accepts. But on Turn 18 Havell changes his mind and attacks anyway! Betrayal #1. On his own Turn 18, Isildur simultaneously condemns Havell for his treachery, offers to let G'tath'moran keep his final city, and turns upon his ally Medzner in Betrayal #2: >You were an excellent ally. I fear I must now call our >alliance off, however. There are cities of yours that I >wish to take. If you feel you can defend them successfully, >do so. I would encourage you to keep kicking Havell's butt. On Turn 19, Havell does another about-face and returns to Isildur the city he took on Turn 18. Meanwhile Isildur makes Betrayal #3, changing *his* mind and wiping out G'tath'moran's last city. This time he accepts the truce from Havell, giving his "word of honor" that he would not attack him again. And this time it holds, as the game winds down peacefully. 16. "Least Useful Diplomacy" award: On turn 4 in the game B13, Lord Gruin's Yellow forces for the religion OMNI (defended by the cleverly-named husband/wife hero team Nipotent and Niscient, along with son Nipresent) suggest an alliance to Red, who has said nothing all game. Red continues to say nothing for many turns, but the message so inflames White that a fierce war begins! 17. The "That's not what I wanted to hear" Award: In B13, Lord Gruin had requested a pact with Red, TMPsycho, but never heard anything in reply (see "Least Useful Diplomacy" award). In fact, TMPsycho never said anything until turn 7, after LG hired a hero in the south to "get Red's attention". Rather than a belated, "Oh, OK, I guess I will ally with you after all", TMPsycho replies: "Ha! Now I've burned everything! Let the enemy come!" Then he returns to silence. 18. "If You Can't Beat 'em, Join 'em..." Rorqual suffered at the hands of Gor Bonecracker in both the Practice Round and Round A, getting himself eliminated both times. Due to some bad luck-of-the-draw (and some shortcomings in the game-assignment program) he found himself faced unexpectedly with the same neighboring opponent - again!- in B06! His character reported having fearful dreams of what might occur: "Gor, I dreamt of you last night, a dream full of long forgotten battles, alliances gone bad and crushed kingdoms. However I didn't appear anywhere in this dream. Was this some kind of presage ?" However, he had learned his lessons well, and found the wisdom to accept peace when it was offered, coasting to a second-place finish behind Master Gor in B06! Instead of being eliminated again, he found himself with a nice 40% finish for White, and a decent ranking for the round... 19. The "All's fair in love and warlords" award: In game B16, White Dragon (yellow) suggests to his ally a psychological war upon their opponents. Realizing that one is American, and the other Canadian, he dreams up one of the most diabolical plans in all of Warlords: encourage the two to discuss ice hockey! (To be fair, this also occurred in B08, but B16 won the award due to the intentionality of the plan).