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	Seems my life is often made up of adjusting to a 
series of mistakes. For example, I recently rashly read an email without first 
checking to see who it was from. It was a very nice missive from our esteemed 
editor requesting that I provide him with an article for Diplomacy World. There 
was a touching little story about how disappointed the Sicilian backers of 
Whining Pig Enterprises would be if there weren't enough articles for the next 
issue, but even before I read that I found myself cancelling my plans for the 
weekend and sitting down to crank out something. All because I didn't take the 
time to check the sender's address and file the note away in the "What note? I 
never got a note" file. 
That mistake being on my mind as I searched for a 
topic, started me thinking about how often mistakes have played a part in my 
gaming. I used to groan and moan when I made a silly mistake, gnash my teeth a 
bit and go on to lose the game. Then came my conversion as I began to master the 
techniques of Duh! Diplomacy. The defining moment was when I made a silly 
mistake on the Spring 1901 moves. It was a face to face game, and it was obvious 
from my ally's expression that he had already pegged me in the "too stupid to be 
anything but cannon fodder" category. Spending the whole game trying to convince 
him otherwise didn't sound like fun, but I certainly wasn't ready to write the 
game off either. Then came the epiphany, maybe stupid moves could work to my 
advantage! I quickly made a firm secret alliance with our original target, 
including setting the date of the stab two years down the road. Then I bungled 
along for the next 5 moves, letting my ally make all the decisions, making a few 
suggestions that wouldn't quite work out, and blowing one more move in the 
backfield that kept one of my armies lagging behind where I needed it. He was 
happy to use me to further his own ends, secure in the knowledge that he'd take 
me out with virtually no effort when the time came. Then came the coordinated 
stab. There were no mutual supports but my secret ally knew my armies would be 
turning around and used that knowledge to the fullest. The stupification on our 
victim's face was wonderful to see, after all, he knew I was dumber than a 
stick, and I hadn't even talked to the other player in over 2 game years! (I had 
carefully stayed at the table in plain view during all the negotiating 
sessions.) Unfortunately, I didn't go on to win the game, but I certainly had 
fun, and a new respect for the power of Duh! Diplomacy. 
While it's rare that you get a chance to convince 
someone to view you as completely harmless until you have a chance to stick the 
knife in, there are still many uses for an apparently dumb move in most 
Diplomacy games. Take, for example, the use of a "mistake" to pre-position for a 
stab. A classic example occurred as an I/F alliance was pushing against Russia. 
In an apparent miscommunication, France's army Berlin and Italy's army Silesia 
each supported the other to Prussia. With Prussian support uncut, the Russian 
army in Warsaw marched into Silesia forcing Italy to retreat. Nothing much else 
moved on the board and it seemed a setback, but hardly a disaster as Silesia 
fell back to Munich. The next turn however, Munich was in Burgundy, Bohemia was 
in Munich, Tyrolia was in Piedmont and Italian fleets were heading West. Berlin, 
expecting support from Munich, fell to the Russians and the French position 
imploded. A massive stab that could have occurred anyway, but here it got a big 
leg up as the most damaging offensive move was masked as a defensive retreat. 
The well defined DMZ, designed to give each power that vital turn of warning was 
breached without a flicker of concern. 
The use of Duh! Diplomacy need not to be limited to 
setting up stabs. Often it is a good way to provide a little bit of protection 
against an ally that you are not one hundred percent sure of. For example, as an 
A/F alliance moved towards the end game, the Austrian began to have some doubts 
about the committment of the French player to their alliance. Their forces in 
the Med were balanced, but France had fleets in the north that could be quickly 
swung south while Austria had no such reserves. Austria also recognized that his 
doubts could well just be the paranoid ravings of someone who played Diplomacy 
too much. He knew that France was just as paranoid as he was, and if he did 
anything overt, France might well take it as a prelude to a stab, triggering the 
confrontation he was trying to avoid. His solution was to "accidentally" leave 
only one center open for the two builds he had coming. A non-offensive, mildly 
silly mistake, one that hardly drew a comment, yet one that greatly strengthened 
his position. He could hold any French stab for a year, and now there was the 
option of a lfeet build if it came. Perhaps there never was a threat, or perhaps 
it was the extra deterrent, but the alliance moved held and moved forward. The 
same result could have been achieved by simply waiving one of the builds, but 
look at the difference in the two approaches from the French point of build. Why 
hold a build? Only because Austria was contemplating a fleet build obviously. 
Why? Either because he did not trust France, or because he was planning a stab 
of his own. Either way, a strain would have been placed on the alliance. Much 
better to just appear a little bit absent minded! 
Duh! Diplomacy is not for everyone. You need to find 
yourself in situations where an apparently dumb move is both available and 
beneficial. And you need to be able to convince the other players that you 
really are dumb enough to have made the move by accident. You'll find though, 
that the more often you achieve the first goal, the easier the second becomes. 
Of course, now that I've bared my soul, I'll not be able to use my strategy of 
calculated stupidity any more. I'll get some compensation though from watching 
my opponents scrambling to figure out what devious plot I have up my sleeve as I 
bumble along. For you however, the possibilities are endless, so get out there 
and do something dumb!