House rules

3-nation game set in the 15th century on a map of Western Europe. Devised by Andrew G Schwarz. GM: Pedros

House rules

Postby Pedros » 25 Sep 2011, 11:36

Orders Please title your orders '19M - Japan - Spring 19000001 orders/retreats etc' (or something similar that I can recognise!) And send them to me by PM.

It's up to you to make sure they're accurate. Some GMs check orders as they come in and alert players if they think there's an error; I won't be doing that - I don't read orders until the deadline (this is so that if somebody else asks a question there's no chance of me betraying your secrets! - also because it's the way original Dip rules worked) If it's clear what they mean (eg minor mistake in a territory name which leaves no doubt) then no problem; but if they're at all ambiguous they're invalid.

Other messages Please title them something different, so I know which is which - otherwise I'll probably assume they're orders and not read them before the deadline!

Deadlines 72-24-24 from the time the new map goes up. I'll send a PM at the same time so there's no excuse for not noticing! but I recommend you subscribe to the new sub-Forum as soon as it's in place so there's no chance of you missing a new topic. And post provisional orders early, just in case!

For movement phases I'll also send a reminder about 24 hours before the deadline (give or take a few hours). This is because I'll then be strict about NMRs - see below

Speed deadlines Once I have orders from all players I will process them as soon as possible, unless they are marked 'Provisional' or similar. (I encourage provisional orders where appropriate to reduce the risk of NMRs.) But if you do send in provisionals, please let me know once you're happy to finalize them, just to move the game along. I may write to check if yours are the only orders waiting to be finalized, but if I do this is a reminder not a hassle! Don't feel pressurized into finalizing before you're ready!

Requests for delays Where there's a good reason I'm happy to accept a delay of deadline, but I don't want this to happen too often - one of the biggest reasons for games failing is that they don't move along quickly enough and players lose interest. But please give as much notice as possible for everybody's sake! In particular, extensions will not be granted at the last minute on 72-hour deadlines simply because access is difficult.

NMRs I will usually aim to process the orders fairly soon after the deadline, though there may be exceptions. I take the same view as the main site software - if you get orders in a few minutes late but before I begin, you'll get away with it. Once I start opening up orders, it's too late. No exceptions.

Then, three NMRs on movement phases and you're out. Two in succession you're out. For retreat and build phases I take the view if you don't submit it's your problem then you've missed the chance but that's all. (And an NMR on the first turn is immediate replacement!) If somebody's NMR leads to expulsion then there will be a pause while I try to replace them, and the new player gets a day to talk and post orders.

And an NMR on the opening Spring phase will bring instant ejection - and the game will be on hold for a replacement. I want the game at least to start properly!

Errors in adjudication I'm only human, so check the map after orders to make sure I have it right! If there's a substantial error it will delay the deadline, so I'll try to be perfect!

Any questions, just ask. And finally, enjoy what should be a good game!
"Sooner or later, one of us will stab the other. But for now we're both better off as allies" (kininvie)
User avatar
Posts: 12465
Joined: 25 Jan 2009, 12:59
Location: Somewhere full of gorse and brambles, West Cornwall
Class: Star Ambassador
Standard rating: (1085)
All-game rating: (1314)
Timezone: GMT

Return to Hundred {All Maps Lost}

Who is online

Users browsing this forum: No registered users and 1 guest