DPjudge RULE Set

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:
  1. 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."
  2. Any abbreviation that is potentially ambiguous (such as "tyr") is declared erroneous and must be changed.
  3. 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:
  1. is listed as RESIGNED or DUMMY, or
  2. has not submitted orders when the game's Master submits a PROCESS command, or
  3. 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.)