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authorPhilip Paquette <pcpaquette@gmail.com>2018-09-26 07:48:55 -0400
committerPhilip Paquette <pcpaquette@gmail.com>2019-04-18 11:14:24 -0400
commit6187faf20384b0c5a4966343b2d4ca47f8b11e45 (patch)
tree151ccd21aea20180432c13fe4b58240d3d9e98b6 /diplomacy/README_RULES.txt
parent96b7e2c03ed98705754f13ae8efa808b948ee3a8 (diff)
Release v1.0.0 - Diplomacy Game Engine - AGPL v3+ License
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+! 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 -->