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author | Philip Paquette <pcpaquette@gmail.com> | 2018-09-26 07:48:55 -0400 |
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committer | Philip Paquette <pcpaquette@gmail.com> | 2019-04-18 11:14:24 -0400 |
commit | 6187faf20384b0c5a4966343b2d4ca47f8b11e45 (patch) | |
tree | 151ccd21aea20180432c13fe4b58240d3d9e98b6 /diplomacy/README_RULES.txt | |
parent | 96b7e2c03ed98705754f13ae8efa808b948ee3a8 (diff) |
Release v1.0.0 - Diplomacy Game Engine - AGPL v3+ License
Diffstat (limited to 'diplomacy/README_RULES.txt')
-rw-r--r-- | diplomacy/README_RULES.txt | 250 |
1 files changed, 250 insertions, 0 deletions
diff --git a/diplomacy/README_RULES.txt b/diplomacy/README_RULES.txt new file mode 100644 index 0000000..4839fe5 --- /dev/null +++ b/diplomacy/README_RULES.txt @@ -0,0 +1,250 @@ +! indicates that rule is forbidden +- indicates that rule will be removed += indicates that rule is implied ++ indicates that rule will be added + +================================================================== +** 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.) + +================================================================== +** MULTIPLE_POWERS_PER_PLAYER ** () + If this rule is used, each player is allowed to control more than 1 power in the game. + +================================================================== +** NO_OBSERVATIONS ** () + If this rule is used, no observers are allowed for the game. Note that game masters + can still observe the game as omniscient observers even if this rule is present. + +================================================================== +** SOLITAIRE ** (+NO_DEADLINE +CD_DUMMIES +ALWAYS_WAIT) + A SOLITAIRE game is a game where all powers are dummies controlled by + the Master. This can be used to test a certain scenario or to solve a + puzzle on the Diplomacy board, such as the Sherlock Holmes riddles published + in the Diplomatic Pouch Zine. A PRIVACY password will be automatically + assigned, because these are typically private games. After allowing the + game to form, all powers will become dummies and the game starts immediately. + The FORMING phase simply gets skipped. Make sure to have all relevant + rules in place during preparation or when creating the game. + + The following rules are automatically included: + - NO_DEADLINE + - CD_DUMMIES + - ALWAYS_WAIT + + To advance a turn the Master needs to push the Process Turn button + or send a PROCESS command by e-mail. Use ROLLBACK and ROLLFORWARD to + undo and redo phases, either by e-mail or from the corresponding + Results page. Note that the Master CONTROLs all powers, and thus can + give orders to each of them in a single message. + +================================================================== +** 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. + +================================================================== +** NO_PRESS ** (-PUBLIC_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. + +================================================================== +** PUBLIC_PRESS ** (-NO_PRESS) + 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.) + +================================================================== +** DONT_SKIP_PHASES ** () + If this rule is used, all phases (including phases where all players need + to issue blank orders) will be played, and empty phases won't be skipped. + +================================================================== +** IGNORE_ERRORS ** () + Order errors will be silently ignored. + +================================================================== +** BUILD_ANY ** () + Powers may build new units at any owned supply center, not simply at + their home supply centers. + +================================================================== +** CIVIL_DISORDER ** (+CD_DUMMIES) + 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 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. + +================================================================== +** CD_DUMMIES ** () + Assuming no powers have set their WAIT flag, orders will be + processed as <i><u>soon</u></i> 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. + +================================================================== +** 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. + +================================================================== +** REAL_TIME ** (!ALWAYS_WAIT) + 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). + +================================================================== +** ALWAYS_WAIT ** (!REAL_TIME) + 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. + +================================================================== +** PROPOSE_DIAS ** (!NO_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. + +================================================================== +** NO_DIAS ** (!PROPOSE_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. + +================================================================== +******************************************************* +** VARIANT standard ** +******************************************************* + +** NO_CHECK ** () + This rule emulates face-to-face play, in which players could (by + accident or design) issue invalid orders to their units. This rule + is also useful in NO_PRESS games to allow for limited player + communication (see SIGNAL_SUPPORT for a more controlled alternative). + + When they are 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. That is, the + order must appear to be a Diplomacy move, convoy, support or + hold order, and all placenames must be identifiable on the map + in use. This check catches inadvertant misspellings, such as "URK" for "UKR". + In fact, this is known as the "Urk check." + + - Any placename abbreviation that is potentially ambiguous is declared + erroneous and must be changed. For example, the order "TYR H" is rejected + because it may be an order for an army in Tyrolia to hold, or for a + fleet in the Tyrrhenian Sea to hold. + + - 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*). + +================================================================== + +<!-- RULE GROUP 0 Game Start --> +<!-- RULE POWER_CHOICE --> +<!-- RULE MULTIPLE_POWERS_PER_PLAYER --> +<!-- RULE NO_OBSERVATIONS --> +<!-- RULE SOLITAIRE +NO_DEADLINE +CD_DUMMIES +ALWAYS_WAIT --> +<!-- RULE START_MASTER --> +<!-- RULE GROUP 2 Player Press --> +<!-- RULE NO_PRESS -PUBLIC_PRESS --> +<!-- RULE PUBLIC_PRESS -NO_PRESS --> +<!-- RULE GROUP 3 Movement Order --> +<!-- RULE DONT_SKIP_PHASES --> +<!-- RULE IGNORE_ERRORS --> +<!-- RULE GROUP 5 Retreat and Adjustment Order --> +<!-- RULE BUILD_ANY --> +<!-- RULE GROUP 7 Late and Vacant Power Handling --> +<!-- RULE CIVIL_DISORDER +CD_DUMMIES --> +<!-- RULE CD_DUMMIES --> +<!-- RULE GROUP 9 Deadline Handling and Phase Processing --> +<!-- RULE NO_DEADLINE --> +<!-- RULE REAL_TIME !ALWAYS_WAIT --> +<!-- RULE ALWAYS_WAIT !REAL_TIME --> +<!-- RULE GROUP 10 Game Conclusion --> +<!-- RULE PROPOSE_DIAS !NO_DIAS --> +<!-- RULE NO_DIAS !PROPOSE_DIAS --> +<!-- RULE HOLD_WIN --> +<!-- RULE SHARED_VICTORY --> +<!-- RULE VARIANT standard --> +<!-- RULE GROUP 3 Movement Order --> +<!-- RULE NO_CHECK --> +<!-- RULE DIFFERENT_ADJUDICATION --> |