Monday, June 7, 2010

The Rules

Welcome to the pregame show of Evolution Diplomacy! I'm Chip, and will be functioning as the gamemaster.

Before the game even gets underway, let's get the rules clear.

1) All the standard rules of Diplomacy apply. The rulebook I will be using is the Avalon Hill/Hasbro version of the game, available here.

2) What happens in Diplomacy stays in Diplomacy. The opposite also holds. What this means is that it is OK to argue in the game, but arguments STAY IN THE GAME. Extending arguments or grudges beyond the scope of the game will be dealt with by measures up to and including removing you from the game and banning you from future games. Also, no bringing outside influences into the game. You may not make deals that include actual money, alliances in other games, or anything else. If you can't keep Diplomacy and the real world completely distinct, DO NOT PLAY.

3) Turns will be 1 per week, or faster with the consensus of all active players.

4) Orders must be submitted by [day of the week to be determined]. Retreat and build orders will be due [2 days later]. Orders will be accepted at any time before the deadline.

5) Orders must be submitted on paper at the store. Retreat and build orders should be submitted on paper, but can be submitted by email if needed.

6) Orders should be a single page, including your name, your country, and then your orders.

7) Only full province names and standard abbreviations will be accepted as valid orders. Orders must be clear and legible. I will NOT ask for clarification or guess at what you meant; if I can not read it, the order will be ignored.

8) Orders MAY be changed after submission, so long as the deadline has not arrived. To change orders, simply submit a new page of orders that also includes "revision 2" (or 3 or 4 or however many revisions you choose to make.) Only the last page of revisions will be counted, so be sure that it includes ALL of the orders for that turn.

9) A draw may be declared, only if all active players submit "draw" as their only orders for a turn. If you submit a draw, all of your units will HOLD, regardless of any orders you try to give. If any players do not submit a draw, the game will continue. This does mean that if you attempt to declare a draw, you risk being betrayed by the other players while your units are helpless. Be careful!

10) A board will be maintained at the store. Also, each turn will be documented on this blog.

11) Communication of any type is permitted, but ONLY by means provided by the other player. That is, you may only email, call, etc. other players if they give you permission. Harassing other players will not be tolerated. Written messages may be left with me for other players, and will be delivered in confidence. Attempts to spy on messages passed through me will be punished.

12) All players must attend on [day to be determined] when the results of the turn are revealed. Mandatory attendance gives every player the opportunity to talk to the other players, discuss strategies, and exchange contact info. Failing to attend may result in an alternate player taking your place! This requirement may be relaxed later in the game.

13) I will be using the jDip software to resolve each turn's orders, as well as to create the updated maps for the blog after each turn. In any ambiguous rules situations, I will abide by the jDip results for the sake of impartiality.

14) I will answer any rules questions, and will demonstrate what will happen for any hypothetical situation, but I will not discuss strategy or offer advice.

15) I reserve the right to make any ad hoc rulings that I find necessary for the smooth running of the game.