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- 1.1 Game Start
- 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.)
- MOBILIZE
-
If this rule is used, then all players will begin with no units on the
board, but able to make one build in any of their home centers. If the
game's initial phase (from the game's MAP or from the
BEGIN line in the game's status file)
is not an adjustment phase,
then the game will begin with the first adjustment phase that would
have occurred before the designated starting phase.
(Note that
if the game is a Crystal Ball game, the movement phase before
the determined adjustment phase is the starting phase instead.)
- FLEX_SETUP -or-
BLANK_BOARD -
If this rule is used, then the board will begin empty, and the players
will be able to build the unit of their choice in each of their home
centers. The game will begin in an earlier phase (as described
above). Note that the FLEX_SETUP rule only affects
units originally located on home supply centers. This means that
if a normal game setup includes units that exist
on locations that are not supply centers (for example, in the
Hundred variant,
France begins with an army in Provence), these units will indeed
be placed on the map as usual.
- SILENT_JOIN
-
With this rule no broadcasts will be sent out whenever a player joins a
forming game.
- START_MASTER
-
This rule prevents the game from automatically starting once the last player
joined. The Master will need to change the game status to active to begin the
game.
- 1.2 Press
- NO_PRESS
-
Press is only allowed to and from the Master. This rule is invalid
when used with PUBLIC_PRESS or other rules that imply that
any type of press is allowed.
(This rule automatically includes the SILENT_ABSENCES rule.)
- PUBLIC_PRESS -or-
NO_PARTIAL -
Press is only allowed to and from the Master, and broadcast.
(See the descriptions of the
TOUCH_PRESS and REMOTE_PRESS rules for other
implications of the PUBLIC_PRESS rule.)
- MUST_ORDER
-
No press (except to the Master) is allowed until a power has submitted
orders for the current turn. (These need not be that power's final
orders, but orders must be submitted before press is permitted.)
- LATE_SEND
-
Private press may be sent by any power that
has not submitted orders after a deadline. (Without this rule,
private press from late powers is forbidden.)
- NO_LATE_RECEIVE
-
Private 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 private 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 the Master) is sent anonymously.
- YELLOW_PRESS
-
All broadcast press is sent anonymously.
- WHITE_GREY
-
The player can choose to have any press (except to the Master) sent
anonymously.
- FAKE_PRESS
-
The player can choose to impersonate another player
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
-
Private press is only allowed to the Master and to players owning
units that the press-sending power could support to hold, or units
that could support a hold order of any unit of the press-sending
power.
Note that if the
PUBLIC_PRESS rule is also used in the game, then
messages may be sent to all players ("broadcasts");
otherwise (without the PUBLIC_PRESS rule), no broadcasts at all
can be sent by the players.
- REMOTE_PRESS
-
Private press is only allowed to the Master and to players owning
no units that the press-sending power could support to hold,
nor any units that could support a hold order of any unit of the
press-sending power, nor any units that could move directly into a
supply center owned by the press-sending power, nor any supply
centers into which the press-sending power could directly move.
Note that if the
PUBLIC_PRESS rule is also used in the game, then
messages may be sent to all players ("broadcasts");
otherwise (without the PUBLIC_PRESS rule), no broadcasts at all
can be sent by the players.
- BACKSEAT_PRESS
-
Map powers have no press capability (except to the Master) and non-map
powers have the ability to send public (broadcast) press only.
- EAVESDROP
-
The Master is sent a copy of all private press messages.
The fact that this rule is in use does not appear
in a game list or summary, or on the Website.
If the Master wishes, however, to counteract this and expose the fact
that he is eavesdropping, he may append an exclamation point to the name
of the rule, like this: EAVESDROP!
- PRESS_MASTER
-
The Master is not sent a copy of all public (broadcast) press
messages. To send a message to the Master, the message must
specifically include the Master in its addressing.
- IGNORE_RESULTS
-
The Master doesn't receive any season results or rollback messages.
This is the default mode for SOLITAIRE
games, where you enter orders for all powers and process the turns
yourself.
- 1.3 Movement Orders
- ALWAYS_CONFIRM
-
Always send a confirmation message after each order update, and copy the
GM on it. This will remove the e-mail receipt flag on the order page.
Useful for investigating or discouraging claims of corrupted order entry,
e.g. when a password became exposed.
- NEED_MOVE_MARKS
-
By default, orders that are specified without an order type (that is,
without "move", "support", or "convoy") are interpreted as a move
order if possible. In this way, A VEN TRI is considered
equivalent to A VEN - TRI. This RULE
countermands that and makes it mandatory to include a mark (-,
->, etc.) indicating that the order is a move. Note that
this rule also applies to Retreat phase orders.
- BROADCAST_ORDERS
-
Orders are broadcast to all players immediately after being entered.
Mostly useful for educational purposes, when secrecy is not a concern.
This rule automatically adds the ALWAYS_CONFIRM rule.
- SIGNAL_SUPPORT
-
Players may order support to any unit and any destination on the
board, including SHUTs (impassable areas defined in the
map file, such as Switzerland on the Standard map). They will be
treated as void support orders in the results and on the map. This
is useful in NO_PRESS games to signal a player's intention or stance
towards other players. Invalid orders are marked with a question
mark (?) in the order box after submitting them.
Here are some examples and their possible interpretation:
England: A LVP S F NTH ?
This could be a taunt. "I dare you to attack my home island when
I have both my front and back covered."
France: A MAR S A VIE - ROM ?
This is a cry for help. "Austria, Italy is heading my way. Stab
him now to get him off my back."
Austria: A VIE S A VEN - SWI ?
The Austrian reply. "Italy, let's keep the peace. Sorry, France."
See also RESTRICT_SIGNAL for
a related Payola rule.
- FICTIONAL_OK
-
Players may submit orders to and involving units that do not exist.
This could be because the game is BLIND or (as in the Crystal
Ball variant)
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.
Players are not told if their orders mention
units that do not exist.
Note that this rule obviates any and all
LEAGUE settings for a game.
That is, orders are not checked to ensure they are compatible with
any restrictions placed by the league membership of the owning power.
- SHOW_PHANTOM
-
Supports and convoys offered to non-existent units are announced
[note that SHOW_PHANTOM implies
the FICTIONAL_OK rule, above].
Without SHOW_PHANTOM, all such orders are displayed as
HOLD orders. Additionally, SHOW_PHANTOM
modifies the results in that it suppresses (for all orders, not simply
those referencing non-existent units) the display of the
the nationality of a supported or convoyed unit.
For example, an Italian support for a German unit would usually
be displayed as:
Italy: Army Rome SUPPORT German Army Venice.
If the SHOW_PHANTOM rule is in force, the same order
would be announced without the word "German".
- 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 payment offer 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.]
Only the actual original owner of a unit may issue it a proxy order;
that is, units may not be "re-proxied" from one power to
another. Note also that if a unit receives a proxy order,
but then, later in the power's list of orders (if the variant allows this),
an order is given to the unit, the unit will follow that order. Units
that are proxied to a power that does not issue an order to that unit
will HOLD and will be eligible to receive support in place.
- 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_CRAWL
-
A fleet in a province having multiple coasts may swap places with a fleet
moving to a different coast of that province. For example,
F Spa/sc-Por and F Por-Spa/nc would not bounce
each other.
- FRIENDLY_FIRE
-
In games using this rule, the rules concerning self-dislodgement and
cutting one's own support are modified. Players may dislodge their
own units, and support given by a unit for an attack against a unit
owned by the same power will be valid and will be counted towards causing
a dislodgement. Additionally, even an unsuccessful attack made by a unit
against another unit owned by the same power will cut any support
being offered by the attacked unit.
- WEAK_BOUNCES
-
This rule implements "Key's Rule" (named for its developer, Jeff Key,
who also created the Italian Key
Lepanto opening). Key's rule says that a unit that is ordered to
move will have absolutely no defensive strength to hold its original
position if its move fails. Thus, if A Vie-Gal fails,
a foreign unit that was ordered A Bud-Vie will dislodge
Vie even if it attacks without support. A unit will only
successfully "bounce" back to a space if no foreign attack (or, if the
FRIENDLY_FIRE rule is also in force, any attack at all) was made
on the space, or if the space is a beleaguered garrison.
- DEFAULT_UNORDERED
-
Movement phase orders are not checked to ensure that a player has provided
an order for each of his own units. Any unit left unordered will receive
a default order to HOLD.
- UNITS_ADAPT
-
Some variants use maps on which the terrain of some or all of the spaces
can change during the game. Fleets on water spaces that become multi-coast
provinces (or whose multiple coasts change) will be landed at the coast
whose terrain type (including AMEND) was specified last
in the game's .map file directives. Fleets located on a coast
of a multi-coast
province which becomes a single-coast province will remain in the province.
Without the UNITS_ADAPT rule, units located on spaces that change
terrain type to a terrain incompatible with the unit will be destroyed.
However, if the UNITS_ADAPT rule is used, then units will survive
terrain changes by converting, if necessary, to the appropriate type of
unit. For example, if a fleet is located in the Black Sea, and the Black
Sea becomes a landlocked space, the fleet will become an army.
The HIBERNATE rule (below) also affects unit behavior if
terrain changes occur; if both rules are used, units will
HIBERNATE if possible, but armies finding themselves on water
will ADAPT and become fleets.
- HIBERNATE
-
With this rule, if any unit is in a location on the map that becomes
impassable (i.e., SHUT), or if any fleet is in a location that
becomes LANDlocked, the unit remains a legal unit but
may only be ordered to HOLD until the space is no longer
impassable.
Note that the HIBERNATE rule has precedence over the
UNITS_ADAPT rule, meaning that if both rules are used, units
will HIBERNATE if possible, but armies that find themselves on
WATER will convert to become fleets, rather than be destroyed.
- IMMOBILE_DUMMIES
-
With this rule, all units owned by a power that is marked as a
DUMMY will not be eligible to receive any movement orders.
All such units may only be ordered to hold, support, or convoy.
- SUBMIT_MASTER
-
This lets the Master edit and submit orders on the Master page.
Essential for SOLITAIRE games, frowned upon in other
circumstances.
- 1.4 Convoys
- 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 documentation on map file syntax).
- PORTAGE_CONVOY
-
Armies may "convoy" fleets overland from one coastal space to another.
Note that a fleet that is portaged through an army that is
adjacent to a multi-coast province may end its move on any
coast of that province.
It's perfectly valid to convoy a fleet from one coast to another coast
of the same province using an army stationed in any adjacent province.
(See below for more information on convoys involving a multi-coast
province.)
- MULTI_COAST_PORTAGE
-
Limits PORTAGE_CONVOY to multi-coast provinces only. A fleet on one coast
of such a province can be portage convoyed to another coast of the same
province with the assistance of a single army in any of the neighboring
provinces. Notice that there's no need for the army to be in a coastal
province itself. The army simply provides the manpower required to execute
the convoy.
Just as with orders that support fleets moving to
multi-coast provinces, (portage) convoy orders given to armies
may not specify any destination coast for the fleet being moved.
(Only the fleet's move order may specify its destination coast.)
As with any convoy the move can be blocked by an attack on the province
having equal or greater support. If this results in a dislodgement, the
fleet needs to retreat from the coast it started the turn on. In order for
another unit to support the move, the province needs to be written twice
(just as in the convoy order for the army), otherwise it will be
interpreted as a support to hold and thus fail. All this follows standard
practice.
- SAFE_CONVOYS
-
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.
- WEAK_CONVOYS
-
If this rule is used, a convoying fleet must be better supported
than any and all attacks that are being made on it by foreign units,
or else its convoy will fail. For example, an unsupported convoying fleet
will have its convoy disrupted even by a single unsupported foreign
movement.
- CONVOY_BACK
-
This rule allows a unit being convoyed from returning to its origin
or traveling a path that includes a convoying unit more than once.
For example, on the standard map, an army in Greece may be ordered to
convoy to Naples along a path that travels through the Ionian Sea more
than once: A GRE-ION-ADR-ION-NAP. Without this rule such an order would be forbidden.
Omission of this rule also invalidates orders given to convoyer units offering
to be involved in convoys that would require that any convoyer be used
more than once. For example, on the standard map,
F ADR C A GRE-NAP would be invalidated, due to
the fact that such a convoy would necessarily (provided that the
COASTAL_CONVOY rule is not in
effect) travel through F ION twice.
[Historical note: this rule was for a while called NO_RETURN, and
was used to disallow return-pathing in convoy orders. The original CONVOY_BACK rule was
created as an optional rule because of (and was not permitted in) DPjudge
games that were simply Web front-ends for games being run on Ken Lowe
judges, for the reason that the Ken Lowe judge had a 255-character line
limit on orders. When the DPjudge dropped the ability to be used to
front-end Ken Lowe judge games, NO_RETURN was adopted.
Consideration of the potential exploits that can occur with exceedingly
bloated orders has led to the reintroduction of CONVOY_BACK.
When enabled, request that players use this ability in a civilized manner on penalty of eviction.]
- 1.5 Retreat and Adjustment Orders
- NO_RETREAT
-
If this rule is used, all dislodged units are destroyed without the
ability to retreat. (This rule is automatically included if the
NO_QUARTER rule is used.)
- BUILD_ANY
-
Powers may build new units at any owned supply center, not simply at
their home supply centers.
- HOME_BUILDS
-
If this rule is used, players may build in any owned center that
was an original home center for any of the powers in the game.
Note that a power may capture and build in a home center of another
power even if that other power has never owned that home center.
This could be the case in games that use e.g. the
MOBILIZE rule or where the starting positions
are shifted. In games where home centers get reassigned, such as on
maps that have a NEWHOMES directive,
the original home centers are not necessarily the ones the power had
at the start of the game, but rather those from the last reassignment
prior to the current phase.
Note also that this rule may be restricted by the addition of
REMOTE_BUILDS and the operation of the GARRISON rule,
both described below.
- REMOTE_BUILDS
-
Requires that a power must still own at least
one of its original home centers to be eligible to build.
Without any other rule that restricts build locations (such as
HOME_BUILDS), this rule silently includes BUILD_ANY,
meaning that powers will be able to build at any owned center, if and
only if they own at least one of their original home centers.
- GARRISON
-
Games that use the GARRISON rule require that at least one home
center of each eliminated power be occupied at the beginning of every
adjustment phase.
The consequence of not doing so is that the eliminated player -- even
if that player still has units on the board at the time -- becomes
eligible (as long as he has not RESIGNed) to build a unit in any
one of his home centers, and the power or powers that own these home centers
become ineligible to build there (in games using BUILD_ANY or
HOME_BUILDS, where this would otherwise be possible).
The eliminated player does not (yet)
regain ownership of the center on which he builds, but he is
immediately no longer considered eliminated, and participates in any draw
and concession votes. Note that if the eliminated power builds a unit,
does not use it to gain a supply center in the following game-year, and
if the same situation exists at the end of that game-year, the power will
be eligible to build yet again, giving that power two units without benefit
of owning a supply center, and so on.
- NO_RESERVES
-
A game using this rule will ignore any and all RESERVES settings
given for the game in its map file. However,
any reserves specified in the game's status
file will be honored.
- NO_MILITIA
-
A game using this rule will ignore any and all MILITIA settings
given for the game in its map file. However,
any militia specified in the game's status
file will be honored.
- NO_FACTORIES
-
A game using this rule will ignore any and all factory sites that the
map variant might call for in its map file.
- NO_PARTISANS
-
A game using this rule will ignore any and all partisan sites that the
map variant might call for in its map file.
- TEXT_INPUT
-
Enter retreat and adjustment orders as text instead of the more
convenient drop-down boxes. Useful when copying orders from game
results to replay a previously played game, e.g. in
SOLITAIRE games.
- 1.6 Secrecy
- BLIND
-
In a BLIND game, each player receives individually tailored
movement, retreat, and adjustment phase
results and sees a map made from these tailored results. Each player's
personalized results will contain only:
- his own units and their orders,
- the units (and possibly the orders of those units) owned by other
powers, provided that the unit started or ended the turn adjacent to
a space where one of the player's own units either began or
ended the turn,
- the units (and possibly the orders of those units) owned by other
powers, provided that the unit started or ended the turn in or adjacent
to a home supply center of the player in question (regardless
of whether or not that center is currently owned by the player, and
— as in the case of games using the
MOBILIZE rule —
even if the center has never been owned by the player).
- his own list of owned supply centers,
- the ownership of any foreign-owned supply centers within his
"viewing range" as described above; all other centers will appear
(on the graphical map) to be unowned,
- his own unit-count, center-count, and adjustment phase status
(number of builds or removes he is eligible or required to submit).
When a foreign unit is "visible" to a player, the player will either
receive full information on the unit's order (if he could "see" the
unit both before and after the moves), or will receive one of
the following instead (based on whether the unit was visible to the
player before the moves or after the moves, but not both):
Army XXX ARRIVES.
Army XXX DEPARTS.
Army YYY LOST.
Army YYY FOUND.
Observers and all other non-map powers receive basically no information
from the judge, other than the notice that the game has progressed to
the next phase. Notice that this does not apply to any player or
observer who is specified to be OMNISCIENT. Such a person
receives the same results as the Master and as each of the
players (during the period of time that the person is OMNISCIENT).
Omniscient persons can also still log in at the Website as any or all of
the map powers to see the information at each player's disposal.
The BLIND rule also has the following effects:
- It is never disclosed in the results if a unit's order was
void -- the (*void*) annotation is completely suppressed from
appearing in the results. However, convoyed armies that were issued
orders that would have been (*void*) are re-annotated
in the results with the (*no convoy*) annotation.
- Sometimes a unit may have fewer retreat options than what he would
expect from the information he receives. This happens when a standoff
occurs on a space that the player can see, but he can't see either
of the bouncing units.
- In general failure of a foreign unit to move from an invisible space
to a visible space will not be revealed.
- The FICTIONAL_OK rule is in effect.
- The HIDE_ABSENTEES rule is in effect.
- The HIDE_DUMMIES rule is in effect, unless explicitly disabled.
- The HIDE_LATE_POWERS rule is in effect.
- The SHOW_PHANTOM rule is in effect.
- The SILENT_ABSENCES rule is in effect.
- The NO_DIAS rule is disallowed.
Note that visibility is determined by the space, not the coast,
on which a unit is located. A unit is visible to, and can "see," any
unit that can support it, or that it can support. For example, a fleet
in the Western Mediterranean can "see" a fleet on the
north coast of Spain, and vice-versa!
Note also that the BLIND rule may have some further effects if used
in different rule variants (such as Payola —
see below).
The visibility rules in a BLIND game can be modified by the
use of additional rules, listed below.
- OWN_SCS_SEE (BLIND modifier)
-
A OWN_SCS_SEE game is a BLIND game (as described above)
except that players see data in and around all their currently-owned
supply centers (rather than only in and around their home supply centers,
regardless of the ownership of those centers, as is the case in a
standard BLIND game).
- NO_SCS_SEE (BLIND modifier)
-
A NO_SCS_SEE game is a BLIND game (as described above)
except that supply centers do not provide information (information only is
provided by units).
- NO_UNITS_SEE (BLIND modifier)
-
A NO_UNITS_SEE game is a BLIND game (as described above)
except that units do not provide information (information is only provided
by supply centers)
- SEE_NO_SCS (BLIND modifier)
-
A SEE_NO_SCS game is a BLIND game (as described above)
with the addition that players are not informed of the ownership of any
supply centers other than their own.
- SEE_ALL_SCS (BLIND modifier)
-
A SEE_ALL_SCS game is a BLIND game (as described above)
except that center ownership (for the entire board) is revealed
to all players.
- SEE_NO_UNITS (BLIND modifier)
-
A SEE_NO_UNITS game is a BLIND game (as described above)
with the addition that players never see any units other than
their own.
- UNITS_SEE_OTHER (BLIND modifier)
-
A UNITS_SEE_OTHER game is a BLIND game (as described above)
except that armies and fleets can only see those neighboring units that
are of the opposite type (armies see only fleets, fleets see only armies),
and supply centers do not provide information on adjacent foreign units.
- UNITS_SEE_SAME (BLIND modifier)
-
A UNITS_SEE_SAME game is a BLIND game (as described above)
except that armies and fleets can only see those neighboring units that
are of the same type (armies see only armies, fleets see only fleets)
and supply centers do not provide information on adjacent foreign units.
- MYOPIC (BLIND modifier)
-
A MYOPIC game is a BLIND game in which players
never see any units other than their own and are never
informed of the ownership of any supply center not their own.
(This is a shorthand for both SEE_NO_SCS and SEE_NO_UNITS,
or for both NO_UNITS_SEE and NO_SCS_SEE.)
- VENETIAN (BLIND modifier)
-
A VENETIAN game is a BLIND mixture, in which owned (as opposed
to home) centers have "visibility" and foreign supply center ownership is not revealed.
- GREEK (BLIND modifier)
-
A GREEK game is a BLIND mixture in which units only "see" units of
the same type (army or fleet) and supply centers do not report information.
- TROJAN (BLIND modifier)
-
A TROJAN game is a BLIND mixture in which units only "see" units of
the opposite type (army or fleet) and supply centers do not report information.
- HIDE_BUILDS
-
Builds are not revealed until the next movement turn gets processed.
The results for the Winter turn will only declare how many units
were built, but not where or what type, by including BUILD HIDDEN
lines (similar to BUILD WAIVED lines).
The results for the Spring turn will include FOUND lines for each
newly built unit, apart from the action it executed.
In blind games, the player (and the master) will be able to see the units he
built himself, but not those of his opponents.
Note that builds can also be hidden for
individual home centers by using the appropriate map syntax.
- HIDE_DUMMIES
-
If this rule is in use, any DUMMY powers will be listed
on the game's main Webpage as powers that can be logged in and will
be listed as available to receive press messages sent to them. This
rule can be used to keep secret from the players which of the powers
are DUMMY powers, and/or to provide the Master with access
to the power's data entry Webpage. (However, if a particular player
is to be allowed access to any DUMMY power pages, this should
be done with a CONTROL directive in the dummy power's stanza
of the game status file.)
Both the HIDE_LATE_POWERS and HIDE_ABSENTEES rules are
in effect.
This rule also completely suppresses the display of controller
information for any and all powers under the CONTROL of another
player, such that the power in control is not listed publicly.
- HIDE_EXTENDERS
-
The power-identity of a player who extends the deadline using
the SET DEADLINE command (with the PLAYER_DEADLINES
rule in force) is not revealed to the players.
Only the Master is sent the identity of that power.
- 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.
This rule is "on" in a BLIND game.
- LIST_WAITERS
-
The power-identity of any and all players who have set their
"wait for deadline before processing" flag are made available
in the game list and on the game's Webpages.
- LIST_UNORDERED
-
The power-identity of any and all players who have not yet issued
orders for the current game-phase are made available in the game
list and on the game's Webpages.
- NO_REVEAL
-
In games using this rule, player identities are concealed even after the
game is completed. This rule is useful when a game is part of a multi-game
tournament, to prevent players from learning the results already achieved
by their opponents. The Master can (by e-mailing a REVEAL
command to the DPjudge) cause player identities to be revealed (and the
game reported to the play-by-email ratings systems) when the
time is right.
(This rule automatically includes the HIDE_ABSENTEES rule.)
- 1.7 Late and Vacant Power Handling
- CIVIL_DISORDER
-
Any power that has not submitted orders:
- when the game's Master submits a PROCESS command,
or
- when the deadline has passed (or, if
a grace period is specified in the TIMING line of the game's
status file, after the expiration of
the grace period),
will have its orders entered automatically. During movement phases, all
units will HOLD,
during retreat phases, all dislodged 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, with preference given to retaining
units that are situated on supply centers.
Note:
The CD_BUILDS and
CD_RETREATS rules (and, in standard
Diplomacy games only, the CD_SUPPORTS
rule), each of which is described below, can alter
the default orders that are given to units in civil disorder.
Note also that unless the
LATE_CHANGES rule is specified, the
CIVIL_DISORDER rule also enforces the
NO_LATE_CHANGES
rule (described below). This is to prevent players from changing their
orders after the deadline to take advantage of powers that seem likely
to go into civil disorder when a grace period expires.
Individual powers may also be put into perpetual
automatic, don't-even-wait-for-the-deadline,
civil disorder (assuming no one like the Master enters orders for them)
by setting the PLAYER information to DUMMY,
and using the
CD_DUMMIES rule, described below.
CIVIL_DISORDER and CIVIL_PREVIEW are mutually exclusive.
- CIVIL_PREVIEW
-
At the deadline (or the expiration of any GRACE period), if
any powers are still late, the game is put into PREVIEW mode.
Instead of the phase being processed and announced, the Master (only)
is sent a PREVIEW of the results. The phase will not process
until the Master submits a PROCESS! command or the game no
longer contains any late powers.
CIVIL_PREVIEW and CIVIL_DISORDER are mutually exclusive.
- CD_DUMMIES
-
Assuming no powers have set their WAIT flag, orders will be
processed as soon as all non-DUMMY
players have submitted orders. Any powers having a PLAYER marked
as a DUMMY will be considered in civil disorder (as described
above) at that time. Note the distinction -- CIVIL_DISORDER
will default the orders of all powers (whether dummy or not), while
CD_DUMMIES will default the orders only of the dummy powers.
- DUMMY_FIRE
-
With this rule, all DUMMY powers (but only the
DUMMY powers) will be subject to the
FRIENDLY_FIRE rule.
- CD_BUILDS
-
All powers in civil disorder during an adjustment phase
will build units (if eligible to do so) randomly. Without
this rule, these powers would WAIVE their builds.
Note that if neither the CIVIL_DISORDER
nor the CD_DUMMIES rules are specified,
all powers (whether dummy or not) will have their adjustment
orders default in this way at the deadline if they have not
been submitted.
- CD_RETREATS
-
All powers in civil disorder during a retreat phase
will retreat any dislodged units randomly, preferably into
supply centers.
Without this rule, units in civil disorder will DISBAND
in retreat phases.
Note that if neither the CIVIL_DISORDER
nor the CD_DUMMIES rules are specified,
all powers (whether dummy or not) will have their retreat
orders default at the deadline if they have not been submitted.
- SMART_CD
-
This rule calls for the inclusion of the
CD_RETREATS rule, the CD_BUILDS rule
(and, in standard Diplomacy games only, the CD_SUPPORTS rule).
- 1.8 Power Control
Control over a dummy power, as is the case in Missing Man variants, is usually
established by adding a CONTROL
line to the controlled power data before the start of the game. Below is
described a mechanism to gain (and lose) control of a dummy power during
the course of the game.
- VASSAL_DUMMIES
-
With this rule in use, all DUMMY powers are eligible to become
vassals of the other powers. This means that the DUMMY power will
never lose ownership of its home center(s). That is, even though the home
center(s) of a DUMMY power might be occupied by another power at
the beginning of an adjustment phase, it remains owned by the DUMMY
power. Instead of losing its home center(s) to an occupying power,
the DUMMY power becomes a controlled "vassal state" of that power
if every one of its home centers is occupied by forces controlled by the
same foreign power. Powers receive CONTROL of their vassal states
(and are thus able to log in and issue orders for them). This control
continues unless and until the home center(s) of the vassal are (all)
occupied by forces controlled by some other power at the beginning of an
adjustment phase.
Victory condition is calculated based on the total number of centers owned
by a power and all of its vassals. This is accomplished by the automatic
inclusion of the TEAM_VICTORY rule. Vassal states
cannot own the supply centers of their own controlling powers, meaning that
before adjustments, all home centers of a Great Power that are owned
and/or occupied by units of one of its own vassals immediately revert to
ownership of the controlling Great Power.
Before an autonomous state has been made a vassal, any units that it owns
will behave according to CD_BUILDS and whatever other rules are in
place governing DUMMY powers. Such uncontrolled autonomous
powers are able (in games in which such uncontrolled units can move)
to gain supply centers by occupying home centers of the Great Powers or
neutral centers, but can never take possession of the home center of
another DUMMY power, nor can an autonomous or vassal state become
a vassal of another.
If a power that controls one or more vassals
loses ownership of all of its own centers, that player may continue in
the game, still controlling the vassals owned by his (otherwise eliminated)
power, and remains eligible to win the game if the victory condition is met.
Note also that the VASSAL_DUMMIES rule may have some further
effects if used in different rule variants (such as Payola —
see below).
- TORN_ALLEGIANCE
-
This rule dictates that any vassal unit that is standing on an SC that does
not belong to his controlling power or one of that power's vassals after
the new vassal status has been determined (usually at the end of Fall
Retreats), is automatically destroyed.
- 1.9 Deadline Handling and Phase Processing
- NO_DEADLINE
-
In certain cases, e.g. for testing and solving Diplomacy puzzles (solitaire games), there's no need for a deadline, and thus also not for a Timing line. It's up to the GM to process each turn after all (relevant) orders are submitted, or for all players to submit their orders without setting their WAIT flag. This behavior can be influenced with the NO_WAIT and ALWAYS_WAIT options.
- NO_QUARTER
-
This rule enforces both of the rules NO_RETREAT
(described above) and NO_DRAW (described 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.
- 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.
Furthermore, if ALWAYS_WAIT is set,
the latter rule will only apply to 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 and restricted to movement
phases if NO_MINOR_WAIT is selected.
- 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.) Only the
Master is permitted to shorten a deadline, however.
All other participants may only lengthen the current
deadline.
- SILENT_ABSENCES
-
This rule suppresses the absence broadcasts (informing that a
SET ABSENCE has been received and processed,
introducing a period of time during which no deadlines will
be set). Only the Master will receive notice
of the planned absence. (The period of time covered by the absence
will, however, still appear in the TIMING line for the game, as
shown on the Website and in the game LIST.)
- HIDE_ABSENTEES
-
This rule conceals the identity of the power who submites a
SET ABSENCE command (requesting a period of time
during which no deadlines will be set).
Only the Master will be told which power made the request.
- NO_ABSENCES
-
Games using this rule will reject as illegal any use
of the SET ABSENCE command
by anyone other than the Master.
- PROGRESSIVE
-
Using proper grammar and no all-caps in results messages. Might not be
compatible with existing third-party software.
- 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 is
left in its 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 at any time
by the Master using the e-mail interface.
- 1.10 Game Conclusion
- NO_DRAW
-
If this rule is used, draws cannot be called; the game must end in
a solo victory. (This rule is automatically included by the
NO_QUARTER rule.)
- 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.
- HOLD_WIN
-
To win a game using this rule, a player must achieve the winning condition
two game-years in a row.
- SHARED_VICTORY
-
When this rule is in effect, the game ends immediately after the first
player reaches the victory condition. If any other player fulfills this
condition at the same time (in games where this number is lower than
the default of half of the number of SCs plus one), they are jointly
declared winners (or participants in a draw, depending on definitions),
irrespective of the fact that one may have a higher total than the
other. This replaces the normal victory criterion where only a
single player can be victorious and ties result in the continuation
of the game.
- TEAM_VICTORY
-
With this rule the victory condition is calculated based on the total
number of centers owned by a power and all of the dummy powers it controls.
Hint: Use the TEAM directive in the Map Morphings box to easily set up teams during game preparation (or MORPH TEAM … in a game creation mail).
- VICTORY_HOMES
-
When this rule is in effect, victory is achieved by capturing at least
as many home centers from your opponents as the victory criterion
dictates. Your own home centers or home centers from dummies that you
control don't count for this purpose. If there is a tie, the game
continues until the tie is broken with the victory condition still
fulfilled.
The default victory criterion in this case is not half the number of supply
centers plus one, but half the average number of home centers belonging
to other powers plus one. E.g. on the standard map there are 22 home
centers, on average 3.14 of these belong to any one power. The victory
criterion is thus (22-3.14)/2+1 rounded down or 10 home centers.
- NO_EOG
-
If this rule is used, broadcast messages sent after the conclusion of
the game will not be archived as "End Of Game Statements." Without
this rule, the EOG messages will be permanently stored for
future reference through the game's Webpage.
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- 3.1 Included, Forbidden, and Ignored Rules
- Payola games always use the ORDER_ANY and
NEED_MOVE_MARKS rules. The reason for including the
latter is that some payment offers would otherwise become
ambiguous. Consider e.g. 5: A VEN S TRI | TYR. Should
this be interpreted as an offer to either support Trieste or
move to Tyrolia, or rather as a support for either Trieste or
Tyrolia? Requiring the move mark removes the ambiguity.
The PROXY_OK and FICTIONAL_OK rules are not allowed.
(An exception is made for FICTIONAL_OK if it is included as
a by-product of the use of the BLIND rule.)
The DEFAULT_UNORDERED rule has no effect except on actual
orders [not offers]. Thus, it has no effect in Payola
games unless the players also issue actual orders (as is done
when the PAY_DUMMIES rule is in used).
Additionally, any rules that are specific to any other variant
— such as NO_CHECK and CD_SUPPORTS (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_DONATIONS
-
If this rule is used, the powers that have been eliminated may not
transfer funds. This rule is incompatible with GARRISON.
- 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.
- NO_LOOTING
-
Funds may not be transferred from DUMMY powers.
- VASSAL_DUMMIES
-
In a Payola game using the VASSAL_DUMMIES rule (see
above), the DUMMY powers do not earn income unless they are
vassal states (that is, controlled by some Great Power). All income
earned by vassal state is added directly to its controlling Great
Power's treasury.
- 3.3 Income
- EXCHANGE
-
This rule implements Bruce Duewer's "Exchange Payola" variant, in which
the human players take on the roles of investors rather than the powers
on the board, and compete for capital in a fluctuating market of stock
futures in each of the powers. Players "float" the various powers like
publicly traded companies, and can become the CEO by stockholder vote.
Stock may be issued by (and purchased from) the powers and traded
between players during specific phases of the game.
- FLAT_TAX
-
Income at year-end is defined to be a specific number of AgP for
each center (rather than the figure arrived at using the diminishing
returns scheme). The amount of AgP given per center is equal to the
number of players originally
in the game.
- NO_HOARDING
-
With this rule, players do not retain unspent funds.
The treasury of each player is set to zero before any income is awarded.
- 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
-
(In addition to the effects of this rule
as listed above.)
The owner of each unit that accepted a power's offer, but not
its exact order, is revealed to the offering power. To learn the unit's
exact order, the player must match the accepted price uniquely to his
offer sheet. Additionally, orders that are impossible (such as to
support a non-existent unit) are allowed [the SHOW_PHANTOM
rule], but will be silently ignored at
processing time. This rule is incompatible with the ZERO_FOREIGN
and PUBLIC_TOTALS rules.
Blind Payola is known as "Tin Cup" Diplomacy.
- EBAYOLA
-
This variation comes from the mind of Payola creator John Woolley.
In eBayola, the total cost of a successful offer is automatically
reduced to one silver piece more than the highest non-winning
offer. Any resulting cost savings for the contributor(s) to the
winning offer are awarded to the powers according to their position in
the acceptance list of the unit (and then, if necessary, randomly
to any contributing observers).
- HIDE_COST
-
In the notices sent after each movement phase, players are not
provided with information on the total amount of money accepted by
each of his units.
- HIDE_OFFERS
-
In the notices sent after each movement phase, players are not
provided a copy of their submitted offer sheet or the details
concerning which of these offers were accepted and which were not.
The notice provides each player only with the orders that his own
units will issue, the total amount paid to each of his own units,
and the player's new, adjusted balance. This rule is useful when playing
Payola face-to-face and issuing printouts of the turn notices to
the players, since the players will not be able to reliably
disclose the full details of their offers.
- PUBLIC_TOTALS
-
The total amount paid to each unit is made available to all
players on the Web, and is kept at the Website for perpetual reference
(no data on the source of funds is made public, however). This rule
causes a change in the behavior of the EBAYOLA rule,
described in the discussion of that rule. [This rule cannot be used with
BLIND.]
- NO_LEDGERS
-
No expenditure and balance report is sent to the players after each turn.
- 3.5 Offers
- DIRECT_ONLY
-
Only one offer may be made by any player to any given unit. Additionally,
wildcard offers (>, @, !, &)
are not allowed.
- RESTRICT_SIGNAL
-
With this rule in effect, SIGNAL_SUPPORT
orders may only be issued by the power owning the unit or its
controller. Offers should always be 0 AgP. There can be only one
such order per unit. It gets substituted in when the winning bet
for the unit is a HOLD order.
Unlike unrestricted SIGNAL_SUPPORT orders, players know who
issued the order (even if they may not know who paid for the
HOLD order), making it a more valuable tool for communication
in NO_PRESS games.
Let's illustrate the difference with the following example.
Italy has moved towards France (intentionally or not), and France
wants Austria to stab Italy by attacking Venice from Trieste.
Here are the offer sheets for fleet Trieste when RESTRICT_SIGNAL
is not active (only SIGNAL_SUPPORT is):
Austria: 2 : F TRI - VEN
Austria: 0 : F TRI S A VEN - SWI ?
France: 3 : F TRI - VEN
France: 1 : F TRI S A VIE - ROM ?
Italy: 5 ! F TRI - VEN
The result is that Fleet Trieste makes the void support order
for Vienna to Rome, as dictated by France, but no one except France
knows this.
The same sheets, but now with RESTRICT_SIGNAL:
Austria: 2 : F TRI - VEN
Austria: 0 : F TRI S A VEN - SWI ?
France: 3 : F TRI - VEN
France: 1 : F TRI H
Italy: 5 ! F TRI - VEN
The only difference is that, in case the offers made to Trieste to
attack Venice are insufficient,
France pays Trieste to hold instead of supporting, as the rule
forbids France to issue an invalid support order to a foreign unit.
The offers are indeed insufficient, with the result that Fleet Trieste
gives void
support to Venice to Switzerland, which is Austria's default order.
Although France and Italy paid for it, it's Austria choosing the
message, proclaiming his desire to seek peace with Italy, much to
the chagrin of France.
- PAY_DUMMIES
-
Offers may only be made to units that are owned by DUMMY
powers. That is, each power is in control of his or her own units,
ordering them as in normal, non-Payola games, but all unowned powers
will operate in Payola mode.
[This rule automatically includes the CD_DUMMIES rule.]
Note that (even in games that do not use the PAY_DUMMIES rule)
acceptance lists for DUMMY powers are not used.
Instead, all ties for control of a DUMMY unit and that involve
offers made by different powers or different
set of powers are decided by HOLDing the contested unit and
reporting that the total cost paid for the HOLD
was one AgP greater than the total amount of each offer involved
in the tie.
- NO_SAVINGS
-
The savings request ($) and offer plateaus (#)
are not allowed.
- NO_PLATEAU
-
Offer plateaus (#) are not allowed.
- PAYOLA_CLASSIC
-
This rule indicates that the game is played using the original
rules of the Payola variant. It includes all of the following:
NO_SAVINGS, DIRECT_ONLY, FLAT_TAX,
and ZERO_FOREIGN. Because of this last inclusion,
this rule is incompatible with BLIND.
- LIMIT_OFFERS
-
This rule requires that the sum total of all offers made by a player
do not exceed the amount in that player's treasury.
- REMOTE_OFFER
-
Offers may only be made to the player's own units and to any
foreign units that are not adjacent to one of the
player's own units. Adjacency is determined by the ability of
either of the two units to support the other to hold.
Note that if the CD_DUMMIES rule is also used, this restriction
is disregarded in offers made to any DUMMY power. That is,
units owned by DUMMY powers may be given offers by any player
without regard to adjacency.
- TOUCH_OFFER
-
TOUCH_OFFER is the opposite of REMOTE_OFFER (above).
Offers may only be made to the player's own units and to any
foreign units that are adjacent to one of the player's own units.
Adjacency is determined by the ability of either of the two units
to support the other to hold. Note that because only certain powers
may issue offers to each unit, there is a stronger chance that a
player will know which foreign power purchased hostile control of
his unit on a turn.
Note that if the CD_DUMMIES rule is also used, this restriction
is disregarded in offers given to any DUMMY power. That is,
units owned by DUMMY powers may be given offers by any player
without regard to adjacency.
- ZERO_FOREIGN
-
Players are permitted to make offers having a 0 AgP amount to foreign
units (units not their own). [This rule cannot be used with
BLIND.]
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