Battle Isle : a serious map variant - Sign-ups

(Played as Game A of 2) GM: Pedros. Result: DIAS (AardvarkArmy - Winterfell; GhostEcho - Aiel; Netr0 - Borderlands; attitudes - Midlands; drrnwrstlr - D'Hara)

Re: Battle Isle : a serious map variant.

Postby Zack L1ghtman » 08 Jun 2013, 02:06

GhostEcho wrote:I'd like to modify your proposed rule re. the potentially impregnable positions.

Instead of eliminating the player immediately - which seems absurd, since the player still has SCs and units left - why not just say that a player in that position may not veto any draw proposals?


This is what I had suggested and I agree with it. Though in most cases being reduced to just those 2 units would mean you're out, it would be unfair to just kick them off, but I think it's fair to say that they should not get a say in any votes and should not be included in DIAS.

Penguin.
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Re: Battle Isle : a serious map variant - Sign-ups

Postby Pedros » 08 Jun 2013, 08:51

OK, back into sign-ups. All those who exprressed interest before are on the Interested list at the foot of the OP (If you're still interested check that I haven't missed you; if you're no longer interested it would help if you can let me know; if your name isn't down yet post here!)

So far as the enclaves go, I'm willing to go part way to meet the objections. I'm not going to allow a player who is surviving only by being left in two mutually supporting and impregnable SCs to share a draw or to vote on a draw, but I'll accept that they shouldn't be eliminated. I also don't see how they can be excluded from a DIAS proposal (although I understand that the other players could simply propose a draw for everybody except them.) We'll see how it goes.

I will shortly replace the OP map with a map with units, and I'll post here my current House Rules which will operate throughout the game (If you haven't played one of my games before you should read them carefully!!!)

I will make the final selection of players in a couple of days, at which point we'll start the Blind Auction. If there are enough players I may decide to start a second game in a couple of weeks' time.
"Sooner or later, one of us will stab the other. But for now we're both better off as allies" (kininvie)
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House Rules

Postby Pedros » 08 Jun 2013, 09:01

Please note especially my approach to deadlines and NMRs. I'm pretty tough on NMRs - I find it's the only way to keep the game moving.

Orders Please title your orders "Battle Isle - D'Hara - orders/retreats etc Spring 1901" (or something similar that I can recognise!) And send them to me by PM. I will try to make the title of the phase-change message one which enables you to hit the Reply button to give an automatically correct title I always check to see whether missing orders are floating around somewhere unexpected, but if I don't find them you have no cause for complaint.

It's up to you to make sure they're accurate. I won't read orders in detail 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 (I'll accept any recognisable abbreviations so long as they aren't ambiguous) then no problem; but if they're at all ambiguous they're invalid (issues like not specifying a coast when there's only one option I'll accept, but an argument like "You could see from my convoy order what the army was supposed to be doing" I won't!) I will accept odd abbreviations for the lengthy names in this variant provided they refer clearly and unambiguously to a valid space If you spot an error in my adjudication please report it publicly as soon as possible. Any error not reported before the next movement deadline will not be corrected.

If two different orders are given for the same unit, then I will use the last order and ignore the others, except when too many builds are ordered, in which case the corect number from the beginning of the list will be allowed.

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! If you ask a rules question then if it's clear I'll answer it; if it's something not clearly covered by the game rules I'll do my best, but in the light of argument from other players I might change my mind after the adjudication. If you think I'm wrong, I expect you to say so loudly and with clear reasons; if you do, I'll listen and consider the arguments (and allow an extension whilst it's sorted out). If a question is asked privately then it will be answered privately.

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 phases longer than 24 hours I'll also send a reminder about 24 hours before the deadline (give or take a few hours), and a separate message (BCC) to those players who have not yet submitted orders.. This is because I'll then be strict about NMRs - see below. nb: after a recent case in Zeus, if at any time I fail to send one of these reminders and I don't realise that but post the orders, an NMR will stand. You will have had two PMs about the deadline, and after all it is up to you to know the deadline and get orders in.

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, and I don't mind how often you change them - I will only open the last ones I receive.) 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, then 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. Get your provisionals in early!

Finally, please note: if you want a substitute whilst you're away it's your job to find one!

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.

NMRs on retreat and build phases I don't count, but I do take notice of and if they mount up together with your main NMRs I will be thinking about a replacement anyway. When your NMR total reaches three you're out. Two in successive movement phases and you're out. Any NMR on the first phase and you're out and the game will hold for a replacement, after which the first phase will run again. For retreat and build phases I take the view if you don't submit it's your problem - you've missed the chance but that's all. 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 minimum to talk and post orders. If replacement is difficult I reserve the right to put the faction into Civil Disorder (although I don't like doing this).

I also check a player's last logon time when they NMR. If it's several days ago it makes me wonder whether they've left the site altogether, and I'll try to contact them. If this doesn't work then I reserve the right to replace them without further warning.

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 error not reported by the next movement deadline will stand.

And, as always, the GM's decision is final
"Sooner or later, one of us will stab the other. But for now we're both better off as allies" (kininvie)
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Re: Battle Isle : a serious map variant - Sign-ups

Postby VGhost » 08 Jun 2013, 15:32

I'm confirming interest.
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Re: Battle Isle : a serious map variant - Sign-ups

Postby Netr0 » 08 Jun 2013, 18:17

Confirming interest
If you can, win.
If you can't, draw.
If you stab, succeed.
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Re: Battle Isle : a serious map variant - Sign-ups

Postby attitudes » 08 Jun 2013, 21:27

I'll throw my hat into the ring.
Don't sweat the petty things and don't pet the sweaty things.

Be careful when you blindly follow the masses. Sometimes, the M is silent.

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The line-ups

Postby Pedros » 09 Jun 2013, 09:11

I have twelve confirmed players, so we're ready to go.

Game A looks set to be a game of real class:-
    AardvarkArmy
    attitudes
    GhostEcho
    JDCoolPenguin
    Netr0
    WarSmith

Game B - no disrespect to these players; several of them are new to DVFGs, so this is the chance to prove yourselves!
    bluecuillin
    condude1
    kerrmit
    letram13
    mr bump
    SaltySailor

One player in Game A has requested a start next week, so Game B will actually start first; I'll be sending out details of the Bline Auction today. Game A will start early next week.
"Sooner or later, one of us will stab the other. But for now we're both better off as allies" (kininvie)
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Re: The line-ups

Postby Zack L1ghtman » 09 Jun 2013, 10:23

Pedros wrote:I have twelve confirmed players, so we're ready to go.

Game A looks set to be a game of real class:-
    AardvarkArmy
    attitudes
    GhostEcho
    JDCoolPenguin
    Netr0
    WarSmith

Game B - no disrespect to these players; several of them are new to DVFGs, so this is the chance to prove yourselves!
    bluecuillin
    condude1
    kerrmit
    letram13
    mr bump
    SaltySailor

One player in Game A has requested a start next week, so Game B will actually start first; I'll be sending out details of the Bline Auction today. Game A will start early next week.


Awesome :)
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Re: Battle Isle : a serious map variant - Sign-ups

Postby Netr0 » 09 Jun 2013, 18:30

Quick question, can fleets go along the coast through a bridge without going into an ocean tile?
If you can, win.
If you can't, draw.
If you stab, succeed.
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Re: Battle Isle : a serious map variant - Sign-ups

Postby Pedros » 09 Jun 2013, 18:42

Yes:-

Rules wrote:4. Both fleets and armies can move below a bridge that is dividing two landspaces, in order to reach adjacent territories e.g. F Karhold - White Harbor; in cases like this, a terriroty like The Neck which is not shown to have a sea coast does not have such a coast! This movement is limited to travel in each direction between the following pairs of spaces: Seagard/Northern Twins; Tumblestone/Kingswood; Southern Wrangell Mountains/Richardson Mountains; Karhold/White Harbor; Tanimura/Southern D'Hara; Southern Frontier/Rang Shada Coast; Northern Coast Mountains.Pelly Mountains; Aringill/Tar Valon; Northern Chugach Mountains/Endicott Mountains; Drowned Lands/Tear.


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