PBEM rules for 'A Mighty Fortress' Version 1.0, November 1st 1998 Alan Poulter INTRODUCTION These rules fall into two sections. The first outlines the general procedures for Player-GM PBEM (play by electronic mail). In Player-GM one player acts as the GM (games master) and runs the game while also playing in it. The second section gives rules modifications needed to PBEM a particular game. Such modifications will be kept to a minimum and be purely for purposes of ensuring that the game is playable PBEM using the Player-GM system, outlined below. SECTION 1: PROCEDURES FOR PLAYER-GM [PGM 1.0] PBEM orders and PBEM turn resolution [PGM 1.1] One player will be known as the 'Player-GM' and will responsible for working out the results of player orders as well as playing in the game. [PGM 1.2] When simultaneous orders from all players are required, orders from the Player-GM (only) will be encrypted, and sent to all other players prior to receiving their orders. This stops the Player-GM from knowing other player's orders before writing orders. The encryption stops other players knowing the player-GM's orders before they write orders. The Player-GM will circulate the decrypt pass phrase for these encrypted orders when all the other player's orders have been received. It is up to the other players whether they decrypt and check the Player-GM's encrypted orders against the plain text version. It is not obligatory to do so. It is recommended that the encryption method used is PGP (Pretty Good Privacy) 2.6 available from:- http://www.well.com/user/ddt/crypto/where-to-get-pgp.html [PGM 1.3] All orders for all part of a turn will be published for all players to see, including the plain text of the Player-GM's orders. As well as the orders for all players, the Player-GM will also publish a detailed resolution of all orders, so that players can check the Player-GM's resolution for mistakes. Mistakes must be noted and corrected before the next game turn commences. Finally the Player-GM will also publish a summary of player positions at the end of a game turn. [PGM 1.4] Players unable to meet a deadline may use another player or an observer as a proxy to submit orders for them or submit orders in advance or ask for a deadline extension. The Player-GM *must* be informed in advance of any proxy arrangements. If a player submits no orders then no activities (other than default ones) will be carried out for that player in that part of a game turn. [PGM 1.5] Orders should be unambiguous and cover all the actions required in a part of a game turn. If a player is unsure of the clarity of part of an order they should check with the Player-GM first. Ambiguous orders will be ignored by the Player-GM. Unless an action is specified it will not be carried out (unless it is the default). [PGM 1.6] The Player-GM will use an email die roller (e.g dice@pbm.com) to generate die rolls where necessary to resolve orders. This removes the possibility of the player-GM unduly influencing die rolls. The die roller will also be used for other game actions (e.g. drawing of cards) if required. The player-GM will publish lists of items against die roll numbers to draw them. [PGM 1.7] Orders can always be made conditional on results or other player actions occuring in a previous part of a game turn. Orders may be made conditional on results or other player actions occuring earlier in the same part of a game turn if that part of the game turn has the players moving in sequence and not simultaneously. [PGM 2.0] Game rules [PGM 2.1] All rules from the game will be used, unless modified as specified below. Players should familiarise themselves with any PBEM rules modifications before play starts (see Rules Modifications for PBEM section). [PGM 2.2] Should any rules problems arise for the game, they should be solved by consensus. Rules problems should be solved within the framework of the game system and not by use of historical analogies (or redesigning the game system). If no consensus can be found, the problem will be posted to online forums (e.g Consim-l, rec.games.board and CDB) and determined according to the nature of any non-player replies, with precedence given to any reply from the game's designer, developer or publisher. [PGM 2.3] Sides are chosen randomly. Players will be given a deadline by which trades of starting side can be made. Players must agree unanimously on the use of scenario, optional or variant game rules prior to the determination of sides. [PGM 2.4] The game can be ended at any time and winners, losers etc determined by by the unanimous consent of all the players. This is to allow for stalemate situations, player drop outs etc. [PGM 2.5] Any PBEM rule modification following may be changed with the unanimous consent of all the players. This is to accomodate unforeseen problems with the PBEM rules modifications. [PGM 3.0] The Players [PGM 3.1] Before play commences, all players should introduce themselves by means of a short biography. This *must* include mention of any previous contact with any other player. This is simply to reveal outside factors that may affect alliances. [PGM 3.2] Players are free to behave as they wish within the normal limits of email etiquette. The use of public press notices is encouraged. Personal abuse or technological trickery (e.g. forgery) are not allowed. Players indulging in either will be replaced. [PGM 3.3] Players should send public treaties to the Player-GM with orders for publication. Identical copies of the treaty must be sent by each party for the treaty to have validity. [PGM 3.4] Players are free to make secret treaties. Note that these *cannot* be publicly verified unless 'digital signatures' (see the PGP home page above) are used. SECTION 2: RULES MODIFICATIONS FOR PBEM [4.0] SEQUENCE OF PLAY [4.1] OUTLINE OF SEQUENCE For the first Campaign phase of the game all players will submit general orders to one deadline. In play order (4.41) the Player-GM will skip 'No movement' orders until a set of 'intent to move' orders is received. The Player-GM will then gice the issuing player 48 to produce detailed movements orders (involving the movement of leats one combat unit and/or missionary). After resolving these, each player yet to move will normally have 48 hours to change previously submitted general orders following the publication of the resolution of the previous player's detailed orders by the Player-GM. General orders must state a general action (i.e either an 'intent to move' or 'no movement') which can be conditional (see PGM 1.7 above) on previous actions (or inaction) E.g. France could order 'intent to move if the Hapsburgs have moved else no movement' or the Ottomans could order 'intent to move only if Declation of War received'). A player would then have 48 hours when their turn is due to supply detailed orders to honour a general 'intent to move'. Thereafter orders for Phases B to F and for the Campaign Phase A of the succedding year will be submitted to one deadline by all players. This deadline will normally be one week after the end of the last player turn in the Campaign Phase of the current year turn. Orders for the Campaign Phase will be resolved as already described. For the last turn only, orders for Phases B to F only will be submitted. The default general orders for a Campaign Phase are 'If DOW received then intent to move else no movement'. [4.2] THE CAMPAIGN PHASE The default detailed orders for a campaign phase are for no movement and only combat where required by the rules. Where there is a choice of units to attacks, units will be allocated to attacks so as to make as similar as possible the odds in each attack. [5.4] EXTENDED NAVAL MOVEMENT These rules are replaced by Advanced Rule 16.5. [7.23] Assent must be given by an allied player in orders required by the same deadline as the moving player. [8.12] The default is for units in a City not to attack enemy units outside. [8.19] The default is for enemy combat units to automatically eliminate Missionaries. [8.61] The default is to retreat towards the nearest friendly City (if no such City then nearest friendly hex). Alternative retreats may be ordered prior to the deadline for the next player turn in the Campaign Phase. [8.64] The default is not to advance. Option 1 of the choice of clarifications is being used. [9.1] Honors of War results are handled as in 8.61 above. [10.11] Each Missionary is revealed by a die roll over an appropriate range (see 3.21 for the range of Missionary values). [13.31] Secret treaties can be implemented either by digital signatures (see PGM 3.4 above) or by using a non-player to store emailed secret treaties. [15.0] THE ADVANCED RULES These are used for the PBEM game. [17.0] The default is to excommunicate when situations arise to warrant it. [18.0] The defaults are for the English player to press for a divorce and the Papal player to refuse to grant one. [19.0] VARIABLE VICTORY CONDITIONS The Player-GM will supply each player with a file to email to the die roller (see PGM 1.6 above) which will choose a set of victory conditions. A copy of these will be sent to a non-player for verification when the game ends.