PLAYER-GM PBEM RULES FOR EMPIRES OF THE MIDDLE AGES (SPI) Version 1.3, May 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. PROCEDURES FOR PLAYER-GM PGM 1.0 PBEM orders and PBEM turn resolution PGM 1.1 The game will be played in PBEM turns, each consisting of one or more parts of a game turn. Each PBEM turn ought to require orders from all players. One PBEM turn will take place per week (allowing for holidays etc). PGM 1.2 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. 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. All orders for a PBEM turn will be published for all players to see, including the plain text of the Player-GM's orders. 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. PGM 1.3 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 1.4 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 PBEM turn commences. Finally the Player-GM will also publish a summary of player positions at the end of a PBEM turn. Therefore each PBEM turn will see publication of three reports, player orders, resolution of player orders and a position summary. PGM 1.5 It is the Player-GM's prerogative to set deadlines for orders and for order resolution. It is recommended that, unless interrupted by public holidays, player orders for a PBEM turn will normally be resolved over a period of 60 hours immediately following the deadline for their receipt. PGM 1.6 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. The Player-GM *must* be informed at least a PBEM turn 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 that PBEM turn. If a player submits no orders for two consecutive PBEM turns then an observer or some other replacement player will be asked to take over the abandoned position. If no replacement can be found then the abandoned position will be left unplayed and will carry out default orders only. PGM 1.7 Orders should be unambiguous and cover all the actions required in a PBEM 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 1.8 The Player-GM will use an email die roller (e.g dice@pbm.com) to generate die rolls to resolve orders. This removes the possibility of the player-GM unduly influencing die rolls. The die roller will also be used for the drawing of cards, if required. The player-GM will publish lists of cards to be used, against die roll numbers to draw them. Cards are not in decks but in lists, so that each undrawn card has the same probability of being drawn as any other. Note that drawing cards in this way does not permit cards drawn to be hidden. PGM 1.9 Orders can always be made conditional on results or other player actions occuring in a previous part of a PBEM turn. Orders may be made conditional on results or other player actions occuring earlier in the same part of a PBEM turn if that part of the PBEM 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 VWHQ) and determined according to the nature of any non-player replies, with precedence given to any reply from the game's designer. 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. RULES MODIFICATIONS FOR PBEM The following rules replace or add to those given in the game rules. [6.0](REPLACEMENT) Sequence of Play Each PBEM turn will consist of either a PBEM Rounds Turn or a PBEM Parley Turn. Prior to the first PBEM turn (only) the Player-GM resolves the Pre-Rounds part (A.2) of a PBEM Rounds Turn. A. PBEM Rounds Turn A.1 Rounds 1. Raider Attack Phase (optional) The Player-GM executes the attacks of raiders. 2. Magnate Attack Phase (optional) The Player-GM executes the attacks of magnates. 3. Crusader Phase (optional) The Player-GM carries out player orders for a Crusade. 4. Initiative Determination Phase The Player-GM determines the Player-Turn order according to:- 1) Stature totals 2) number of Areas controlled 3) randomly (using D6 rolls to choose between Empires in alphabetical order) A player can order a later position than that given by the above Player-Turn order. 5. Player Turns The Player-GM resolves Player orders by drawing Year cards (see PGM 1.8). The default is a Ruling endeavour on the Court area, then Taxation of the Court Area only and up to four Defense Endeavours. 6. Colonisation The Player-GM resolves colonisation attempts. The default is to continue previous colonisation. A.2 Pre-Rounds 1. Event Card Segment The Player-GM draws an Event card (see PGM 1.8) for each player, resolving effects if necessary. Every fifth PBEM Rounds Turn all played or discarded event cards are returned to play. 2. Theological Politics Segment (optional) Every fifth PBEM Rounds Turn the Player-GM determines the status of the Church. 3. Raider Phase (optional) The Player-GM determines whether raiders are active and publishes a ranked list of their target areas. 4. Magnate Phase (optional) The Player-GM determines whether magnates are active and publishes a ranked list of their target areas. 5. Parley/Crusade Determination Phase The Player-GM gives players 36 hours from the publication of the results of a PBEM Rounds Turn to call a parley (as under 20.4) or (optionally) when the conditions for a Crusade (23.0) are met. If a parley is called then a PBEM Parley Turn takes place. B. PBEM Parley Turn The Player-GM resolves votes from player orders on the issue(s) of a Parley. Votes cannot be made conditional in any way. The default is to abstain. [7.52](ADDITION) Default for new Court is area with the highest Social State and same language as the Leader, linked to the old Court area (using alphabetical order of areas to resolve ties). [7.54](ADDITION) Default is to move the Court back to its original area. [7.55](ADDITION) If the Court is lost due to a 'Leader dies Heirless' card, follow 7.52 above. [9.0 Procedure](REPLACEMENT) See [13.00 Defense Endeavours, Procedure] below. [9.18] For the purposes of PBEM play, where players cannot forsee conditions when their turn takes place, ordered Endeavours with a negative ER will be skipped. [12.42, 2](ADDITION) Default is to waive the adverse effects of foreign Ties. [13.00 Defense Endeavours, Procedure](REPLACEMENT) Procedure (if play of a Defense Endeavour is possible):- 1. The attacking Player must order an Effectiveness Rating (including gold) for an attack to take place. 2. Prior to resolving the attack, the Player-GM gives the defending Player 36 hours to respond. The default is to play a Defense Endeavour and reduce the attacker's Effectiveness Rating to less than zero (spending as much gold as necessary). A Player may order in advance 'Accept Defense Default' to waive the 36 hour period. [19.1, Holding Cards, Leader dies Heirless](ADDITION) Default is not to relocate the Court. [19.2, Holding Cards, Dynastic Inheritance](REPLACEMENT) When a Player draws a 'Leader dies Heirless' card, if a Dynastic Inheritance card is played on that Player in the PBEM Rounds Turn immediately following, its effects are uncontestable by parley. This only applies to the first such card played. If an Event card must be discarded, the default is to discard the lowest numbered Event card held. [24.0, Procedure, Raiders](ADDITION) Areas for Pillage/Conquest, if of equal Effectiveness Rating for Raider attack, will be ordered alphabetically and D6 rolls used to randomly choose them. [24.51] (ADDITION) Follow [24.0, Procedure, Raiders] above.