Answers to Questions About
The DPjudge E-Mail Interface

Questions About....

The recognized commands
How to get information on a game
How to observe a game
How to join a game
How to sign on after having joined
How to check, submit, and clear orders
How to send press
Sending illegal types of press
Ending a press message
Updating player information
How to resign
How to take over a vacant position
The Master's commands


Questions About the Recognized Commands

What is the e-mail address of the DPjudge?
dpjudge@diplom.org

If I send an e-mail to the DPjudge, what commands may I include in that e-mail?
The DPjudge recognizes only the following twenty-three commands:
  • SIGNON
  • SIGNOFF
  • PRESS
  • ENDPRESS
  • BROADCAST
  • ENDBROADCAST
  • JOIN
  • OBSERVE (etc.)
  • RESIGN
  • TAKEOVER
  • LIST
  • SUMMARY
  • STATUS
  • CLEAR
  • SET ADDRESS
  • SET PASSWORD
  • SET WAIT
  • SET NOWAIT
  • Hey, you said there were twenty-three recognized commands! That's only eighteen!
    Okay, you're right. I left out the five "Master commands" (those that may be used only by a game's Master). These are:
     
  • CREATE
  • PROCESS
  • PREVIEW
  • OFFICIAL
  • SET DEADLINE
  • Okay, that makes twenty-one. That's it. If you are familiar with the Ken Lowe Internet judge, you know that it supports many more commands (HISTORY, etc.). The DPjudge does not support these. Limit your messages to the commands listed above or the DPjudge will simply tell you it does not understand you, and will ignore the rest of your message.

    Will some of these other Ken Lowe judge commands be supported later?
    Don't hold your breath. In fact, I would even go so far as to just answer you with a flat-out "no." The e-mail interface to the DPjudge was originally created for the specific purpose of allowing players to compose messages using their own e-mail client (taking advantage of their favorite editor, text inclusion on responses, etc., etc.)

    Here is a list of the capabilities provided by the E-Mail and the Web interfaces:

    E-Mail Interface Web Interface
    Sending Press
    Submitting Orders (Movement Phase Only)
    Changing WAIT Status
    Creating a Game
    Taking a Role (Joining, Taking Over) in a Game
    Modifying Player Data (e-mail address, password)
    Resigning From a Game
    Obtaining a game LIST or SUMMARY
    Sending Press
    Submitting Orders
    Changing WAIT Status
    Voting on Draw or Concession
    All Other Activities Not Listed

    Note that press can be composed at the Website as well, but this may not always be as convenient for the player. However, most everything else that can be done at the Website can only be done at the Website, and all functionality other than press which is supported by the e-mail interface is only supported by the e-mail interface (and cannot be done via the Web).

    Does upper- and lower-case ever matter in any command?
    No. Never.

    How To Get Information on a Game

    How do I find out a game's status via e-mail?
    By using the LIST command. You can either ask for the status of a specific game to be sent to you by putting:
         LIST gameName
    or request the status of a game you have already signed on to (in the current e-mail message) by simply saying:
         LIST
    Note that if you are signed on to a particular game, you may not request a list for any game other than that one.

    That seems to give me only the up-to-date unit positions and game conditions. Can I get historical information? How about the e-mail addresses of the players involved?
    You're asking about the SUMMARY command. Ask for a game's SUMMARY the same way you ask for a LIST. The return e-mail will contain the historical ownership of supply centers, records of when each power was taken over by replacement players, and so forth. As for player e-mail addresses, it is the hard-and-fast policy of the DPjudge to keep all e-mail addresses secret until the end of the game. Only a SUMMARY of a completed game will contain player e-mail addresses,

    How To Observe a Game

    Okay, let's talk about the different commands. Mind if we take that weird one first? What do you mean by the "(etc.)" on the OBSERVE command? What kind of command is that?
    OBSERVE is just one form of a command you use to join a game as something other than a "map-power." (A "map-power" is a player that will own supply centers and units. You join as a "map-power" using the JOIN command, which we'll get to in a minute.) Joining as an Observer will allow you to send press, but take no other part in the game. Now I hear you asking, "Other than a map power or an observer, what else can I be?" Well, there's no single answer, because some games also support various different types of non-map powers (such as the Exchange variant's INVESTOR players.)

    Okay, I think I understand. JOIN is for recognized powers (specific nations that can own units and supply centers) in a game variant, OBSERVE and similiar commands are for everyone else.
    You're a sharp one; yes, you got the right idea. The DPjudge assigns an identity to you when you participate in a game. You can be a map-power (either of your choosing -- from among those map-powers still available -- or assigned to you randomly at game start) via the JOIN command. You can be a named observer (each observer has a unique name), specifying a name via the OBSERVE command. Or you can be another recognized entity of a type specific to certain variant games. One such example is an investor, which is a recognized entity in the exchange variant. You join a game as an investor via the INVEST command. There are others, but you get the idea.

    Okay. I understand what you mean now. But how exactly do I use the JOIN and OBSERVE (and similar) command to get me into a game?
    To join the game as a map-power player, use the JOIN command. We'll discuss JOIN later, though. Let's finish covering OBSERVE and its friends.

    To join a game as a non-map-power, you use a command with the following format:
          playerType createYourName@gameName password
    where playerType is (the first few letters, at least, of) the type of non-map power you wish to become. For example, you could use OBSERVE or OBSERVER or OBS to become an observer, and you could use INVESTOR or INVEST or INV to become an investor.

    createYourName can be any name of your choosing (except stuff like MASTER or M or the names or initial letters of the map-powers, or any other player ID that is already spoken for). After the at-sign must be the name of the game you wish to join. And don't forget capitalization doesn't ever matter.

    password is a password of your choosing. You will need it to SIGNON to the game. Additionally, if you wish to change your playerType for any reason (for example, if you had joined the game as an OBSERVER but now wish to become a map-power by using the JOIN or TAKEOVER command), you will need to use this password in the command that you use to make the change.

    As you can see, then, the DPjudge uniquely identifies each OBSERVER. Contrast this with the Ken Lowe judge, in which each observer uses the same SIGNON Ogamename command. Here at the DPjudge, to interact with a game once you have joined it, you still use SIGNON command but the O is replaced by the player's chosen "ID" and an at-sign. (See the discussion of the SIGNON command below for more details.)

    Here are a couple examples of the "join but not as a map-power" command:

          OBSERVE loudMouth@coolgame myPassword
          INVEST DonTrump@monopoly iam_rich

    At present, Observers and Investors are the only known type of non-map-power, but in the future, there will be more. You cannot just make one up, though. That is,
          SPY SpysAreUs@coolgame myPassword
    is neat, but will simply return you an error because the DPjudge doesn't know what a SPY is. (However, if you ask your game Master to add the line ALLOW SPY to the game's "status" file, then you can indeed become a SPY by sending in the line shown above. Unless the DPjudge is taught otherwise, though, a SPY is just an observer with another name.)

    Cool!!! So I can name myself as an observer! What happens if I sign on using the syntax that an observer would send to the Ken Lowe judge? That is, by saying SIGNON OgameName password?
    It won't work, since this is syntax that is not recognized by the DPjudge. The only way you can signon as a non-map-power is to use the SIGNON yourCreatedName@gameName password version (the SIGNON command is discussed more completely below). The closest you can come to the Ken Lowe syntax is to use the single letter O as the name you create for yourself in the OBSERVE command. You would still need to SIGNON with an at-sign (the command would be SIGNON O@gameName password) and you will be the only person that will be allowed to have the name "O". If someone else tries to SIGNON as "O" they'll probably fail because they won't get your password right.

    How To Join a Game As a Map-Power

    Fine. Now I know how to join the game if I don't want to be a map-power. But I want to play! How do I join a game as a map-power?
    You'll of course use the JOIN command, which has the following syntax:
          JOIN [powerName@]gameName password

    Note that, unlike the OBSERVE (and other non-map-power) game-entrance commands discussed above, the second word to the JOIN command does not need to contain a "player ID" and the game name -- it might simply be the game name.

    If you specify a powerName when JOINing a game, you will play that particular power when the game starts. Note that you must spell out the entire name of the power (that is, you may not abbreviate "Italy" as "I", etc.) and you must use the at-sign to separate your chosen powerName from the gameName. If the powerName you specify is already spoken for, you will be told this in response, and you will not have JOINed the game.

    When you JOIN a game without specifying a powerName, you will be automatically assigned a player ID of POWER#1 or POWER#2, etc., etc. This player ID will be sent back to you in the response to your JOIN command. Yes, POWER#6 is kind of boring as a player ID, but it's only temporary (when the game starts, you get to be something special and exciting like AUSTRIA).

    If you want to send press or (God forbid!) RESIGN before the game starts, you will need to know your player ID (POWER#1, etc.) to use it in the SIGNON or RESIGN command (each of which is discussed below).

    As soon as enough players have JOINed, the game will begin and you will be notified which power you will play. Power assignment is completely random unless you selected a powerName in your JOIN command. (That is, there is no such thing as a "preference list" such as is supported by the Ken Lowe judge).

    You cannot JOIN a game that has already begun.

    Here is an example JOIN command, which will result in your becoming POWER#1 (or POWER#2, etc.) in the game named jigdy:
          JOIN jigdy mypassword

    Note that the JOIN command is deliberately very different from the Ken Lowe command to join a game (which is SIGNON ?gamename password variantInfo...). This is because the mechanics of the commands truly are different -- at the DPjudge, you do not specify any game variant information when joining a game. At the DPjudge, we assume you know what you're getting yourself into.

    Can I both JOIN and OBSERVE? If I were a map-power, could I also enter the game as an observer, perhaps even multiply?
    Nope; if your e-mail address is already listed as being associated with some role in the game, you can't do something else. If you have two e-mail addresses to use, though, you could indeed do this, but the game's Master, if he finds out what you've done, won't necessarily like you very much.

    Once you are a map-power, you cannot assume any other role. The only way out is to RESIGN (and again, the game's Master might not like you too much). On the other hand, non-map-powers can change their playerType whenever they wish (for example, an observer could send an INVEST command to become an investor or a JOIN or TAKEOVER command to become a map-power).


    How To Sign On After Having Joined

    What is the syntax of the SIGNON command?
    The SIGNON command must contain exactly three space-separated words.

    The first word, of course, is SIGNON.

    The second word is used to specify both the power and the game name. This is done in one of two ways:

    1. If signing on as a "map-power" (that is, a player that is eligible to own units) or as the Master, the initial letter of the power name can be given, followed immediately by the game name. For example, the command
           SIGNON Ajigdy password
      will signon to the game jigdy as the map-power which begins with "A" (Austria, assuming the game jigdy uses the standard map). If the game has not yet started, and your player ID is something like POWER#3, yuou can either use the second SIGNON method (described below), or you can use your power number to SIGNON using this first method:
           SIGNON 3jigdy password
    2. Whether a "map-power" or not, an alternate form of the SIGNON can be used. To signon this alternate way, give the full name of the power as which you intend to SIGNON, followed immediately by an at-sign (@) and the game name. For example, the command
           SIGNON austria@jigdy password
      is identical to the earlier example.
      • This second method must be used to signon as an observer or other type of non-map-power.

    The third word must be either the player's password or the Master's password.


    How To Check, Submit and Clear Orders

    Can I submit orders via e-mail?
    Yes and no. At present, you can submit movement phase orders (only) for all games. Simply list the orders somewhere in your e-mail (after a SIGNON). Orders must be completely submitted. Everything you had on-file before will be thrown out and the orders in your e-mail used to replace them.

    How do I clear my orders via e-mail?
    Easy. Just send a CLEAR command (after your SIGNON).

    Can I check what my current orders are by e-mail?
    You sure can. Just send a STATUS command (after a SIGNON).

    How To Send Press

    Okay, I've joined a game and I know how to SIGNON. It looks like the only useful thing I can do using the e-mail interface is send press. So teach me how. What is the syntax for the PRESS and BROADCAST commands?
    After the initial word in the command (PRESS or BROADCAST), you may specify one or more of the following four "options."
      • No option from the list of four below may be given more than once.
      • That is, you may use no more than one of the items from option group 1, no more than one from option group 2, etc.

    1. TO powerList --or--
      + powerList --or--
      +powerList

      This option is used to specify the player or players to which the press will be sent.
      • You may not include this option if the command you are writing is BROADCAST
      • However, this option is required if the command is PRESS.
      Note that although the plus-sign is recognized as a synonym for TO, the minus sign (which has a meaning in the Ken Lowe judge's PRESS command) is not valid; to send a message to everyone except certain parties, you need to list the receiving players.

    2. FAKE TO powerList --or--
      FAKE + powerList --or--
      FAKE +powerList --or--
      FAKE BROADCAST

      This option is used to specify the player or players to whom the press will claim to be addressed. Note that if you include the Master in the true recipients of the message, he must be in the FAKE recipients, and vice-versa. This option may only be used if the game allows FAKE_PRESS and may only appear after any TO option (option 1 above) has been given.

    3. [FAKE] FROM powerName --or--
      WHITE --or--
      GREY --or--
      GRAY

      This option is used to specify the player by whom the press will claim to have been sent. The GREY (or GRAY) version of this option indicates the message is to be sent anonymously. The FROM version allows you to specify a player (either by full-name or by initial letter if a map-power) from whom the press will appear to have been sent. Note that you may not claim that press comes FROM the Master. The FROM version of this option may only be used if the game allows FAKE_PRESS, while GREY (or GRAY) may only be used if the game allows grey or fake press.

    4. QUIET
      This option, if given, indicates that no copy of the press should be sent ("echoed") to the author.

    All lines in the e-mail that occur after a properly-written PRESS or BROADCAST command will be considered text for the message until an ENDPRESS, ENDBROADCAST, or SIGNOFF command is found (or until the end of the e-mail message is reached). The message will be sent as soon as one of these lines (or the end of the e-mail message) is reached.

    How do I specify a powerList to use in a TO or FAKE TO option?
    A powerList is either:
    • the full name of a single power (for map-powers and the Master, the initial letter of the name is recognized, as is the power number [if a single digit] for unassigned powers before a game starts). For example:
      F or france or LoudMouthObserver
    • the initial letters of any number of map-powers (or numbers of unassigned powers), one right after the other. For example:
           Fra
      would mean France, Russia, and Austria, and
           124M
      would mean Power#1, Power#2, Power#4, and the Master.
    • a comma-separated list of the full names of powers. For example:
           France,Russia, austria, Master, kibitzer#1

    Could you show me some example PRESS and BROADCAST commands?
    Sure I could. Try these on for size. As these examples show, there are often many different ways to write the same press command, and not all methods are shown below.

    1. PRESS TO A -or-
      PRESS TO AUSTRIA
      The simplest possible example of a partial (non-broadcast) press message. This line begins a press message destined for Austria. As long as the game does not allow only grey press, you will be identified as the sender of the message.

    2. BROADCAST FROM G -or-
      BROADCAST FAKE FROM G
      This line begins a broadcast message that will claim to have been sent from Germany.

    3. PRESS TO A FAKE TO AT
      This sends press to Austria and makes Austria think that Turkey got the message as well. Note that because TO must precede FAKE TO, this command may not be written as:
          PRESS FAKE TO AT TO A

    4. PRESS TO AUSTRIA FAKE BROADCAST -or-
      PRESS FAKE BROADCAST TO AUSTRIA
      This sends press to Austria and makes Austria think everyone in the game received it.

    5. BROADCAST FAKE TO AIRE -or-
      BROADCAST FAKE TO AUSTRIA,ENGLAND,ITALY,RUSSIA
      This line begins a broadcast message that will claim to have been sent only to Austria, England, Italy, and Russia. Perhaps you are France and are part of a grand alliance to defeat Turkey, but you are not being true to the cause -- you are passing Turkey all of your correspondence with your allies (note that any game observers will see this press, though, so you should hope they don't tell your allies what you are doing).

    6. PRESS WHITE TO AF -or-
      PRESS TO AF WHITE
      Sends press to Austria and France, and you will be identified as the sender.

    7. PRESS GREY TO AF -or-
      PRESS GREY TO AUSTRIA, FRANCE -or-
      PRESS TO AUSTRIA, FRANCE GREY
      Sends press to Austria and France, but they won't know who it came from. In the press you can write something identifying who you are, but the recipient will have doubts.

    8. PRESS TO A FAKE FROM G -or-
      PRESS TO A FROM G -or-
      PRESS FAKE FROM G TO A -or-
      PRESS FROM G TO A
      Sends press to Austria, and he'll think it came from Germany.

    9. PRESS TO A FAKE TO AR FROM T -or-
      PRESS TO A FAKE TO AR FAKE FROM T -or-
      PRESS TO A FROM T FAKE TO AR -or-
      PRESS TO A FAKE FROM T FAKE TO AR -or-
      PRESS FROM T TO A FAKE TO AR -or-
      PRESS FAKE FROM T TO A FAKE TO AR
      Sends press to Austria, who will be told (falsely) that the message also went to Russia, and that it came from Turkey.

    10. PRESS WHITE TO A FAKE TO AI
      Sends press to Austria, and identifies who you are. Austria will be told (falsely) that the message also went to Italy.

    Questions About Sending Illegal Types of Press

    If my game allows only grey press, do I need to say GREY?
    No. It gets said for you automatically.

    If a game is NO_PRESS or NO_PARTIAL press, does the e-mail interface keep me from violating these rules?
    Of course it does. For example, only BROADCAST and PRESS TO MASTER are allowed in a NO_PARTIAL press game. You will be lectured if you try to send any other kind of press in such a game.

    What happens if I try to do something illegal (like send press faked FROM the Master or send partial press in a no-partial press game)? Will I crash the DPjudge or will it go through and do what it can (leave out the "FAKE FROM M" part, for example)? Will it alert the Master to someone trying to cheat? Will it botch the press and let the other powers know who really sent it?
    It will send mail back to you saying, "you can't do that" but will tell no one that you tried. It will not send the press anywhere, but will return it to you with its politely stated objection to your request.

    How To End a Press Message

    What is the syntax for the ENDPRESS, ENDBROADCAST, and SIGNOFF commands?
    These three commands have the same syntax. When found as the first word on a line (not necessarily the only word, but the first word), any message being composed is terminated and sent immediately. If the QUIET option was not used, an echo of the press message will be also be e-mailed to you.

    If the command is SIGNOFF, the DPjudge finishes processing the e-mail message as if nothing else were contained in it from that point forward. Otherwise (if the command is ENDPRESS or ENDBROADCAST), you may begin another PRESS or BROADCAST message with your next command.

    If you don't put any one of these commands in your message, then everything you have after your PRESS (or BROADCAST) command gets sent up to the end of the message. Which means if you have an automatic signature that gets added to your outgoing e-mail to let everyone know how to contact you, you will probably violate gunboat rules. So make sure you have either ENDPRESS or ENDBROADCAST or SIGNOFF in your mail, and make sure to spell it correctly!

    Is that true? Does ENDBROADCAST stop PRESS as well? And ENDPRESS can be used to stop a BROADCAST?
    Yes, to both counts. I thought it was weird too, but the Ken Lowe judge does it that way so I said, oh okay, whatever.

    How To Modify Player Information

    How do I change my e-mail address so that the game knows where I now am?
    Use the SET ADDRESS command. To do so, simply SIGNON to the game in an e-mail message and provide a line of the form:
         SET ADDRESS [newAddress[,otherAddress]...]
    Any Address data that you provide should be a valid e-mail address. If you do not specify a newAddr, the e-mail address from which you sent the message will be used. By providing multiple addresses (joined by commas, with no whitespace between the addresses, you may direct that the game direct all e-mail to you into more than one mailbox.

    How do I change my password?
    Use the SET PASSWORD command. To do so, simply SIGNON to the game in an e-mail message and provide a line of the form:
         SET PASSWORD newPassword
    It's that simple.

    If your game is running on a Ken Lowe judge, using the DPjudge as a Web front-end, your DPjudge password must match your password on the Ken Lowe judge computer that is running the game. So if you ever change your password for the game on the judge, you should be sure to change your DPjudge password immediately.

    Can I change my "wait flag" via e-mail?
    Yep. Just send in a SET WAIT or SET NOWAIT command after a SIGNON. That's all there is to it.

    How To Resign

    Tell me about the RESIGN command.
    Well, I'd rather not; but okay, if I must. The thing to remember about it is that it has the same syntax as the SIGNON command:
          RESIGN initialLetterOfPowerNamegameName yourPassword -or-
          RESIGN completePowerName@gameName yourPassword

    Note that, unlike the Ken Lowe judge, you do not give the RESIGN command after a SIGNON. Instead, you give it instead of a SIGNON. You may send PRESS in this, your final message (get off a parting shot or offer an apology). Here is an example:
          RESIGN austria@theGame myPassword
          PRESS TO MASTER
          I am resigning now, and since I am conscientious like all
          good players should be, I have found a replacement to take
          my place. His e-mail address is JoeBlow@somewhere.com.
          and I've already told him to send in a TAKEOVER command.
          ENDPRESS
          BROADCAST
          Goodbye, cruel world.

    Note that if there is any problem with your e-mail message, anywhere in it, you will not be RESIGNed. For instance, if you misspell PRESS in the above example, you will still be playing Austria until you RESIGN in a perfect e-mail message. If you do successfully RESIGN, this will be reported to you in the response to your e-mail.

    One final thing. The Master may never RESIGN. If he needs to leave the game for any reason, he must find a replacement for himself and install that replacement manually into the game's "status" file.


    How To Take Over a Vacant Map-Power

    I think I can guess what the TAKEOVER command does, but tell me anyway.
    Okay. It allows a kind, much-appreciated soul to become a map-power in a game that has already started. Which means that one of the map-powers has taken a powder and left the spot available. The command has the same syntax as SIGNON and RESIGN:
          TAKEOVER initialLetterOfPowerNamegameName yourPassword -or-
          TAKEOVER completePowerName@gameName yourPassword

    Remember that, like the RESIGN command, the TAKEOVER command does not follow a SIGNON command but rather is used instead of a SIGNON command. It does serve the same purpose as SIGNON, in that it does sign you on to the game -- that is, you may send press in your TAKEOVER message. You are only allowed to TAKEOVER vacant map-powers. Here are the two possible ways to TAKEOVER an abandoned position as Austria:
          TAKEOVER Agamename password
          TAKEOVER austria@gamename password


    Questions About The Master Commands

    What is the CREATE command?
    The CREATE command is used to create a new game and become its GameMaster. The syntax is as follows:
          CREATE gamename password [ruleVariant]

    A gamename may contain only alphabetic characters (a through z), numeric characters (0 through 9), and the underbar character.

    The recognized ruleVariants are: standard, payola, and xtalball. If not provided, the ruleVariant will default to "standard."

    Assuming no game with the given gamename exists, a new game will be created, and the sender of the message will be set as the game's Master. The game will be put in preparation mode (in this state, the game is as yet hidden from the world) and the Master will be told how to access the game's status file via the Web.

    The Master then has an opportunity to modify the game status file (provide a description of the game, set any MAP to be used, provide specific RULEs to be in force for the game, and apply other game settings). Consult the status file directive list for details on updating a game status file. When the game status file is ready, the Master can allow the game to proceed by use of a checkbox that appears on the Master's Webpage. The Master may choose to either "Allow the game to form" (meaning that the game will accept JOIN and other similar e-mailed commands) or "Set the game to active" (this latter option may be used when migrating a game in progress to the DPjudge -- to do so, the Master must have filled in all contact information for players, sets the current game phase, and provides unit locations and center ownership data in the status file).

    Note that a CREATE command (in addition to actually creating a new game) incorporates the functionality of a SIGNOFF command. That is, any text that occurs after a CREATE command will not be processed.

    What is the syntax of the SET DEADLINE command?
    This command (which sets the current deadline) has the following form:
          SET DEADLINE day month [[year] [hour:minute]]
    That is, you must specify both a day (from 1 to 31) and a month (this must be an abbreviation, such as JAN or NOV). The year, if omitted, will be set to the current year, and the time (hour:minute) will be set either to the "AT" parameter from the TIMING line of the game's status file, or (if the game has no such timing parameter) to midnight (0:00). A notice will be broadcast to the game announcing the new deadline.

    What is the PROCESS command?
    The PROCESS command will cause the game to immediately process the current phase. This command can only be performed by the Master and is recognized if the word PROCESS appears as the first word of any line outside a press message. Note that the PROCESS command is only supported through e-mail, though the Master can achieve the same effect by submitting the final unsubmitted set of player orders and adjusting the deadline to cause processing at the next scheduled check.

    The one difference between PROCESS at the DPjudge and PROCESS on the Ken Lowe judge is that the current phase will not be processed unless all players have submitted whatever they are required to submit for the phase. If any player has not submitted orders for a phase when a PROCESS command comes to a Ken Lowe judge, the judge still goes ahead and processes the phase, defaulting anything that is unsubmitted to HOLDs, WAIVEs, DISBANDs, and REMOVEs that it just chooses. The DPjudge doesn't get into this business; instead it will simply reply that the game cannot yet be processed. The Master has access to the file where all player data is stored, and he can update that file if he needs to do so before requesting a PROCESS.

    Some variant game-phases may not be supported by the DPjudge. That is, games may list phases (in their FLOW) that are manually processed by the GameMaster. When such a game phase is current, the Master must use the PROCESS command to cause the DPjudge to advance the game to the next phase. Deadlines are still set for such phases (the Master is declared late if the game is not instructed to PROCESS before the deadline is reached).

    How about the PREVIEW command?
    The PREVIEW command is identical to the PROCESS command except that the phase results are only "previewed." This means that the results are sent to the Master (and only to the Master) via e-mail, and the game map and status file are not modified (that is, the game is not advanced to the next phase; the current phase is left unprocessed).

    What is the OFFICIAL command?
    The OFFICIAL command has the syntax:
         OFFICIAL [subject]
    This command allows the Master to cause any PRESS and BROADCAST messages that are given later in the current e-mail message to be delivered using the specified subject (rather than the usual e-mail subject "Diplomacy press"), and without the usual press header ("Press from Master to Austria", etc.). The OFFICIAL command applies to all PRESS and BROADCAST messages until the end of the current e-mail message or until another OFFICIAL command is given. Note that if no subject is provided in an OFFICIAL command, any subsequent PRESS and BROADCAST messages will be sent as normal (with the usual subject and header).