! 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 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. ================================================================== ** 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*). ==================================================================