1. Rules Affecting All Games
- 1.1 Orders
- BUILD_ANY
-
Powers may build new units at any owned supply center, not simply at
their home supply centers.
- REMOTE_BUILDS
-
Same as BUILD_ANY except that a power must still own at least
one of its original home centers to be eligible to build.
- FICTIONAL_OK
-
Players may give orders to units that do not exist. This could be
because the game is "blind" or (as in Crystal Ball) because the
unit may exist by the time the order is processed. If this
rule is used, the type (army or fleet) of each unit being
ordered must be specified by the player.
- SHOW_PHANTOM
-
Supports offered to non-existent units are announced. Without this,
all such orders are converted to HOLD orders. Note that
this rule is only allowed if FICTIONAL_OK is also used.
- ORDER_ANY
-
Players may issue orders to units owned by any player, not just those
they themselves own. This could be because proxy orders are allowed,
or (as in Payola) because all units are subject to acting according to
the highest financial bid received.
- PROXY_OK
-
Players may issue the proxy order to any one or more of their units.
[If this rule is used, ORDER_ANY is effectively in use as well.]
- NO_PROXY
-
Players may not issue the proxy order. This rule is in force by
default -- it need not be explicitly listed. However, if it is
explicitly listed, any PROXY_OK rule is silently countermanded.
- COASTAL_CONVOY
-
Fleets in coastal locations (in addition to those on water) may
issue and perform convoy orders. Essentially, this rule causes all
COAST spaces to be treated as if they were PORT spaces
(see the map file syntax documentation).
- PORTAGE_CONVOY
-
Armies may "convoy" fleets overland from one coast to another. Note
that an army that is in a location adjacent to a multi-coast province
may "convoy" a fleet from or to any coast of that province.
- COASTAL_CRAWL
-
Fleets in multiple-coast provinces may swap places with fleets moving
to different coasts of that province.
- BELEAGUERED_DISRUPTS
-
If this rule is used, armies may not convoy through fleets that are
beleaguered garrisons. Such fleets will behave (as far as the
convoying army is concerned) like dislodged fleets. This rule implements
an alternate convoy paradox resolution scheme, per a proposal advocated
by Simon Szykman.
- 1.2 Press
- JUDGE_PRESS
-
[For use only in games being run on a Ken Lowe judge and "fronted"
by the DPjudge.]
Press sent through the DPjudge system is sent to the Ken Lowe judge.
If this rule is not used, press is sent directly to
the player e-mail ADDRESSes
from the game status file). Note that if this rule is
used, the EAVESDROP rule is not allowed -- use the Ken Lowe
SET ALL PRESS
instruction instead. Also note that for games using extra-map
powers (such as Exchange variant investors), this rule is imperfect,
because only map powers can be mailed through the Ken Lowe judge.
- NO_PRESS
-
Press is only allowed to and from the Master. This rule is invalid
when used with PUBLIC_PRESS.
- PUBLIC_PRESS -or-
NO_PARTIAL -
Press is only allowed to and from the Master, and broadcast. This rule
is invalid when used with NO_PRESS.
- EAVESDROP
-
The Master is sent a copy of all partial press messages. This rule is
invalid when used with JUDGE_PRESS (see description of
JUDGE_PRESS).
- HIDE_LATE_POWERS
-
The power-identity of players who are late with orders is not
revealed to the players, and each late player is told only of his
own tardiness. Only the Master is sent the complete list of late powers.
- LATE_SEND
-
Partial press may be sent by any power that
has not submitted orders after a deadline. (Without this rule,
partial press from late powers is forbidden.)
- NO_LATE_RECEIVE
-
Partial press may not be sent to any power that
has not submitted orders after a deadline.
- FTF_PRESS
-
Press may be sent only to the Master except during movement phases,
enforcing the face-to-face prohibition on negotiation during non-movement
phases. Additionally, no partial press may be sent after a deadline has
occurred (when one or more players are late in submitting orders).
- GREY_PRESS
-
All press (except to Master) is sent anonymously.
- YELLOW_PRESS
-
All broadcast press is sent anonymously.
- WHITE_GREY
-
The player can choose to have any press (except to Master) sent
anonymously.
- FAKE_GREY
-
The player can choose to impersonate another player (if the game is
JUDGE_PRESS, it may only be sent anonymously) and to have
the message claim to be to a different set of recipients than those to
whom it is actually sent.
- MUTE_OBSERVERS
-
Observers may only send press to the Master.
- TOUCH_PRESS
-
Partial press is only allowed to the Master and to players owning
units that the press-sending power could support.
- BACKSEAT_PRESS
-
Map powers have no press capability (except to the Master) and non-map
powers have the ability to send no-partial press only.
- 1.3 Game Conclusion
- PROPOSE_DIAS
-
In games that use this rule, a player makes a proposal to conclude the
game with a certain result, and all other
players vote on it. The proposal may be a concession to a specific
power or a draw including all survivors. Any negative vote on the proposal
will cause it to fail.
In games not using this rule,
draw and concession votes are never called for. Instead, each player
can select a single game ending (concession to his own power or to
any other single power, or agreement to a
draw that includes all surviving powers), and if ever all votes allow,
the game will end. No player's vote is revealed to any other player. Note
that if all players are ever found to be simultaneously voting for any
result that is not a concession to their own power, the game will
end in a draw shared among all surviving powers.
- HIDE_PROPOSER
-
The power who makes a draw or concession proposal is not revealed to the
players. For example, rather than saying, "A Concession to Italy Has Been
Proposed By Italy," the players' Web pages will simply say, "A
Concession to Italy Has Been Proposed." This rule automatically includes
the PROPOSE_DIAS rule [above].
- NO_DIAS
-
Games with this rule operate in their voting as do normal
(non-PROPOSE_DIAS) games; that is, no proposal is ever made or
vetoed. However, games using the NO_DIAS rule may end in a
result other than concession to a single player or agreement to a draw
that includes all survivors. If this rule is used, each player may vote
either for the maximum size of a draw that he will accept which must
include his power, or for a solo victory by his power, or for
any result that does not include his power.
Note that if all players are ever found to be voting for a result that
does not include their own power, a draw shared among all
surviving powers will be declared.
- 1.4 Miscellaneous
- OPEN_ENTRY
-
Only games using this rule will allow persons who are not registered
with the DPPD (DPjudge Player Database) to JOIN, OBSERVE,
or TAKEOVER a power in the game, etc.
- POWER_CHOICE
-
If this rule is used, players may select an (unspoken for) power to play
when JOINing the game. (Without this rule, the DPjudge will
assign powers to all players randomly.)
- REAL_TIME
-
If this rule is used, the game will be processed as soon as
the last player submits orders (this player will have no opportunity
to modify them). Additionally, players will not be allowed to direct
that the game wait for any deadline before processing. This rule is
used especially for games with very short deadlines (for example,
10 minutes).
- NO_MINOR_WAIT
-
If this rule is used, players will only see (and be able to use) a
"wait for processing" checkbox during movement phases.
- ALWAYS_WAIT
-
If this rule is used, orders will never process until the deadline
has arrived (unless requested by the Master using a PROCESS
command sent via e-mail). This rule is incompatible with
REAL_TIME [above].
- PLAYER_DEADLINES
-
This rule allows any participant in the game to issue the
SET DEADLINE command. (Without this rule, only
a game's Master may modify the current deadline.)
- PREVIEW
-
If this rule is used, then when any game-phase is ready to be processed,
the would-be results are sent only to the Master, and the game left
in the pre-processed state. This gives the Master the chance to check
the adjudication and perform any other activity prior to releasing the
results to the players (which is done by e-mailing a PROCESS
command to the DPjudge). When a game is automatically previewed,
a DELAY count of 72 (one day) is introduced into the
status file, to prevent the Master's e-mailbox from being bombarded with
a repeat of the previewed results every twenty minutes. Note that even
games that do not use this rule may be PREVIEWed by the Master
using the e-mail interface.
2. Rules Affecting Only Standard Games
- 2.1 Ignored Rules
Any rules that are specific to any other variant (that is, any
rules that are listed in section 3 or later, below) are silently ignored.
- 2.2 Orders
- NO_CHECK
-
This rule emulates face-to-face play, in which players could (by
accident or design) issue improper orders to their units. This rule
is also useful in NO_PRESS games to allow for limited
player communication.
When entered, movement phase orders are only very minimally
checked for validity. The only checks that are made at
the time an order is entered are:
- Every component of the order must be understood. This catches
inadvertant misspellings, such as "URK" for "UKR".
In fact, this is known as the "Urk check."
- Any abbreviation that
is potentially ambiguous (such as "tyr") is declared
erroneous and must be changed.
- A support for a fleet move may not specify the destination coast of
the fleet. This error must also be corrected.
Therefore, most errors (including the omission of the fleet-path of
a convoying army from its order!) are not detected until the phase
is ready to process, at which time the erroneous orders will be ignored.
All units that had been given erroneous or multiple orders will
HOLD (and may receive support), and all erroneous orders will
be reported in the results, flagged as (*invalid*).
- CIVIL_DISORDER
-
Any power having a PLAYER that:
- is listed as RESIGNED or DUMMY, or
- has not submitted orders when the game's Master submits a
PROCESS command, or
- has not submitted orders before the deadline has passed (or, if
a grace period is specified in the TIMING line of the game's
status file, before the expiration of
the grace period),
will have its orders entered automatically. During movement phases, all
units will HOLD, during retreat phases, all units will
DISBAND, and during adjustment phases, all builds will be
waived, and all removals will be entered using random choice from
among the power's on-board units.
Also, unless a LATE_CHANGES rule is specified, the
CIVIL_DISORDER rule also enforces the NO_LATE_CHANGES
rule (below).
- NO_LATE_CHANGES
-
In games using this rule, no changes can be made to any
already-submitted orders after a deadline has passed.
- LATE_CHANGES
-
This rule (which is in use by default, and therefore need not
be stated, in all games that do not use the CIVIL_DISORDER
rule) allows players to make changes to submitted
orders even after a deadline has passed.
3. Rules Affecting Only Payola Games
- 3.1 Included and Forbidden Rules
- Payola games always include ORDER_ANY.
The PROXY_OK and FICTIONAL_OK rules are not allowed.
Additionally, any rules that are specific to any other variant
-- such as NO_CHECK and CIVIL_DISORDER,
which are specific to standard games --
are either not allowed or are silently ignored.
- 3.2 Funds Transfers
- ANON_TRANSFER
-
All funds transfers are anonymous, meaning that the recipient of
the transfer is not told from whom the money was sent.
- NO_TRANSFER
-
Funds transfers are not allowed.
- ONE_TRANSFER
-
Each power may transfer money to each other power only a maximum
of one time per game phase.
- 3.3 Income
- FLAT_TAX
-
Income at year-end is defined to be a specific number of AgP for
each center (rather than the diminishing returns scheme). The
amount given per center is equal to the number of players originally
in the game.
- ZEROSUM
-
There is no tax income. Players begin the game with 10 AgP for each
of their home centers, and as each center changes hands, money moves
from one player's treasury to another. Capture of a neutral SC pays
10 AgP to the new owner, and all pre-owned SC's, when changing hands,
cause a strict proportion of the former owner's treasury to be paid
to the new owner.
- 3.4 Secrecy
- BLIND
-
The owner of each successfully bribed unit, but not its exact order,
is revealed to the bribing party. To learn its exact order, the
player must match the accepted price uniquely to his offer sheet.
- PUBLIC_TOTALS
-
The total bribe amount paid to each unit is broadcast with each
movement phase, and kept at the Website for perpetual reference
(no data on the source of funds is made public, however).
- 3.5 Offers
- ZERO_FOREIGN
-
Players are permitted to offer bribes having a 0 AgP amount to foreign
units (units not their own). [This rule cannot be used with with
BLIND.]
- NO_SAVINGS
-
The savings request ($) and bribe plateaus (#)
are not allowed.
- NO_PLATEAU
-
Bribe plateaus (#) are not allowed.
4. Rules Affecting Only Crystal Ball Games
- 4.1 Included and Forbidden Rules
-
Crystal Ball games always include FICTIONAL_OK
and PROXY_OK. However, if the rule NO_PROXY
is used, the PROXY_OK rule is suppressed (thus allowing
play of Crystal Ball without the proxy order).
Any rules that are specific to any other variant
-- such as NO_CHECK and CIVIL_DISORDER,
which are specific to standard games --
are either not allowed or are silently ignored.
- 4.2 Secrecy
- PUBLIC_LISTS
-
The order lists of all the players are broadcast with each move
submission and made available on the Web pages. Without this rule,
each power may only see his own order lists until the end of the
game. (This rule is pretty much de rigeur for
NO_PRESS games.)
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