The Fink Variant
Rule
by Howard
Mahler
from Diplomacy
World #4
By adding this
rule to regular Diplomacy, one gets an interesting and unusual
variant. As for
those curious cats out there, the name Fink Rule refers to an abandoned variant
on the Mob in New York City in which the idea was that a criminal could turn
State's evidence. So now, brought back singlehandedly from
deepest, darkest Brooklyn, we present for your amusement and perusement, the Fink Rule.
Each spring the Fink may send in an
order such as "I fink on Ionian Sea," but only one such order per spring. If
after the spring moves, excluding retreats, a unit of the "right victim country"
(the victim country is chosen when you become a Fink) is in the correct space,
then that unit is dislodged. The Fink, rather than the owner of the unit, may
now choose among the legal retreats, other than off the board, I f the unit has
no legal retreats, then it is eliminated.
Please notice that when I refer to
the correct "space" I mean "each province or body of water" as defined in
the 1971 Rule Book. Thus, one could fink on Spain without specifying North or
South Coast. If a unit was forced
to retreat by a military action that spring, then it may not be successfully
finked on. A Fink may not repeat a finking order which was successful (caused a
unit to be dislodged) for him at any time in the past, Naturally, if a Fink should be eliminated (owns no more
supply centers), then he loses his right to fink. Optional Rule: Even after
losing all his supply centers, a Fink continues in the game with full finking
powers. In other words, a "phantom
fink" can come back from the grave to haunt you.
Being a Fink is like being the
President's friend--they each have their disadvantages. First and foremost, the
Fink may never build any units. This includes the winter he becomes a Fink.
However, since he may try to become a Fink and fail, he may send in build orders
that winter. These will only be executed if he fails to become a Fink. (See
below on how to become a Fink.) Secondly, the Fink's units may not
successfully receive support from another player's units. However,
since the Gamesmaster is supposed to try to keep the
Fink's identity a secret, he will only reveal that such a support was
unsuccessful (for example, by /ngf/ = no good fink) if
said support affects the adjudication.
How does one achieve the honor of
being shunned and reviled by your fellow rulers? During any winter season,
a player may give the order "I want to turn Fink against ______ ," where the blank is filled in with the name of the
country. The Fink will only be
allowed to fink on this country's units.
If there's no Fink at that time and the player is the only one to ask to
become the Fink, then he does so. If the former Fink is eliminated one
winter, then a player can become the new Fink that same winter. If, by some
outbreak of mass insanity, more than one player wants to become a Fink, the one
with the fewest supply centers gets the honor. Ties are broken by a random
method.
When someone becomes a Fink, the GM
will not reveal who the Fink is but will only announce that there is a new Fink.
Naturally, he'll inform the new Fink of his new status. The Gamemaster will only reveal a finking order when it's
successful, and this is the first you'll know about which country has been
turned fink against. The GM will
also announce when a Fink is eliminated during the winter. He will not say who
the Fink was, so if more than one player is eliminated in the same winter,
you may never know. So in general, you can't be certain of the identity of the
Fink, unless he's eliminated or a military situation is affected by the Fink's
inability to successfully receive support from another player’ s units.
If you abandon the secrecy
concerning the Fink's identity, the finking rule can be used without a
Gamesmaster.
Just as it's the rich and the poor
who pay no income taxes, so they are the ones who may want to turn Fink. First,
there's the player whose country is so shrunken in size that all the player
wants is survival and/or revenge. Secondly, there's the powerful player,
for example, with 13 or more units and driving for a win, who is strong enough to forsake the privilege of building
units. He may turn Fink either to
prevent others from doing so at a later date or for the tactical advantage
the finking order brings. To say
the least, the finking order can be pretty useful in breaking a stalemate line.
By the way, there's nothing to stop a Fink from winning since the object is to
control 18 supply centers and not to have any fixed number of
units.
In the modern world, smaller
countries are constrained by the big powers, who in turn are constrained by the
threat of nuclear war. Thus, we get the modern concept of limited wars.
Similarly, with the Fink Rule, there may be consequences of trying to
eliminate a country or of otherwise going too far. Since a player can threaten
to become a Fink against a certain country, the finking order adds a new
weapon and thus a new dimension to the diplomatic negotiations. Finally, the Fink Rule heightens the
chance of enjoying the sweet taste of revenge. In other words, it's fun and after all,
that's the whole point of playing the game.