Generic Judge House Rules 13th January 2003 --------------------------------------------------------------------------- This document describes the Generic Judge House Rules. These House Rules apply to any game running on any judge. These House Rules may be modified by any rules specific to the judge being used. They can also be modified by the rules of the particular variant being played and/or specifically by the GM. GMs should announce such differences at the time of the game creation. This document supplements Avalon Hill's Diplomacy rules (most recent American edition.) General rules: 1) Joining a game implies an intention to play the game through to the end. Leaving a game without a good reason is considered very disrespectful. Don't join unless you are willing to commit yourself to an entire game, which may take several months or more. 2) Automatic allies or automatic enemies will not be allowed in the same game. If you violate this rule you risk, at the very least, expulsion from the game. 3) Players may not communicate with each other directly (ie, through a mechanism other than the judge) in games where the identity of other players is concealed, or at all in games where communication is barred. The potential for this arises if they guess at another player's identity or if the player's identity is accidentally revealed. 3a) Players in gunboat games may not make any claim, true or false, as to their real identities. 4) Players are expected to treat each other with dignity and respect. Abusive language or behavior is frowned on, unless clearly in character in a roleplayed game. Players should also treat the GM and JK in a civil manner. 5) Unless otherwise stated, observers should not offer opinions and analysis of the game. 6) Players should submit moves by the deadline. It is suggested that players submit a set of tentative orders as soon as possible and then modify them as the turn progresses. A player who consistently submits moves after the deadline risks being expelled from the game. 7) Players should not continue negotiations past the deadline. If they need more time they should request a deadline extension. If you have already submitted orders, you may continue to diplome after the deadline has passed. 8) It is unacceptable behavior to deliberately submit moves late for any reason (example, while awaiting reply from an ally). 9) Turns will never be replayed. The previous turn may be reprocessed if required to correct an error, but no new orders will be allowed. Turns will only be so reprocessed if there was an error in calculating the results on the part of the judge software. If an error occurs which, to be fixed, requires new orders, that error will stand and the game will continue. The GM may alter orders as required to acheive the correct result (for example, changing to a hold order). [For example, if a unit is incorrectly marked as dislodged, in a turn, that turn can be replayed as long as no further turns have been processed that involve other units' orders. However, if, for example, an extra unit is discovered several turns later, that unit will stay and the correction made at the next adjustment phase.] 10) If a player is unable to continue playing, the player should notify the GM as soon as possible to allow the GM time to find a replacement. 11) Computer opponents are not allowed in games without prior permission. 12) A valid registration form is required for all players. Lying on your registration for is grounds for expulsion from the judge. The following fields must be valid: Name, Email, Level, Address (city and state only), Country. 13) A player is responsible for submitting their own orders. In case of difficulty, orders can be emailed directly to the GM but the final responsibility lies with the player. Player Guidelines 1) Players should direct all questions and comments to the GM, not the JK, unless one of the situations described in the next two rules applies. 2) If a GM seems to have disappeared, players should contact the JK immediately so that he can resolve the situation. 3) If the GM is suspected of cheating, players should contact the JK immediately so that he can investigate the allegation. 4) Players will review their registration every time they sign onto a new game to ensure that it is complete, up to date and accurate. 5) Before reregistering on a judge, players will read the appropriate instructions to insure that their current registration is updated, and that they don't end up with a second registration. Player Replacement: 1) Players may not reenter a game as a different power under any conditions. Note that if this is specifically over-ruled for a game, that game will invalid for rating purposes and must be stated by the GM and approved by all players, if the game is in progress. GM rules: 1) All games must have a GM. 2) GMs are to remain scrupulously impartial in all matters. 3) GMs should not change the parameters of the game after players start signing up for the game unless the players unanimously vote to do so. This includes changing the deadline calculation, victory conditions, press flags, etc. 4) GMs may not play in their own game. Judge keepers may not play in any game on their own judge. GM Guidelines: 1) The GM will answer any questions about rule mechanics, adjudication or judge commands and operation that players may have, to the best of his ability. 2) The GM will not advise players as to what strategy or tactics to follow. 3) The GM will follow the game and take steps necessary to ensure its smooth operation. (This includes granting extensions, as necessary; resolving disputes that have become personal; and insuring that the game is not tainted by cheating. 4) The GM will review the registrations of the players to make sure they are complete and appear to be up to date and accurate. He will also look for signs of players that may be cheating or who may know each other personally. 5) The GM will notify the JK immediately if he suspects there may be cheating in his game. 6) The GM may refuse to allow anyone to join the game, if that player does not meet the criteria (newbie, minimum dedication, etc.) or the GM feels that that player may be a detriment to the game. In the latter case, care should be taken to ensure that players are not excluded without good cause. 7) The GM may contact the JK for advice whenever he feels necessary. 8) The GM need not contact the JK for permission to run a game on their judge, unless the judge's specific house rules specifically say so, or the game will require some sort of special attention by the JK to operate properly. 9) The GM will only create games that he intends to GM to completion. Once created, the GM will continue to GM a game until it is finished. If a GM cannot fulfill this requirement, he will notify the JK immediately. Voting: 1) All votes to change the nature of the game (deadline calculation, etc.) must be unanimous. Settings that do not change the character of the game (such as deadline calculation, etc.) require unanimity of all surviving players: any other changes require all players to agree. The game will never under any circumstances be changed to non-DIAS once started. 2) The GM is responsible for officially announcing a vote and recording the outcome. He must announce the outcome of the vote but should not announce the number of votes for each option or how anyone voted. 3) A vote is not closed until the next move has processed. 4) In all cases, if a player does not submit a vote, then that player is assumed to have voted against the proposal, ie NVR=no. 5) GMs may be ejected by a unanimous vote of the players. The vote will be run by the judge keeper. This is really a method of last resort and the judge keeper will only allow this after all other methods have failed. Draws: 1) A win is defined as a draw including only one player. 2) Draw votes will be managed by the judge where available. If the draw mechanism is unavailable, the GM will run the vote. The draws will be DIAS unless otherwise stated when the game was created or unless the game was changed to non-DIAS by the players prior to the game starting. Games will not be changed to non-DIAS status under any circumstances once started. 3) Voting on draws is anonymous. Draws may only include players that have not been eliminated from the game. Draws may not give order of finishes such as 2nd place, 3rd place, etc. Players are either included in the draw or not. 4) The following people can vote in a draw: All players who have units may vote. Only players who can vote can be included in the draw. 5) All players entitled to vote must vote unanimously for the draw vote for it to pass. (Note that the judge clears the draw votes every time a turn processes: thus you need to cast your vote again.) Concessions: Similar to a draw, all players may concede the game to the largest power. For this vote, all players still owning SCs must vote unanimously for the concession to pass. [Note: different to draws, where you must have units to vote.] Draw Clock: The GM reserves the right to terminate a game in a draw including all of the remaining powers, if it is clear that the board has reached a stalemate. The GM must announce their decision to start the three game-year Draw Clock during the Fall turn prior to it starting. The clock will then run until one of the following events occur: (a) A province changes ownership (where a province is defined as being owned by the last power to have had a unit in the province at the end of a fall turn), in which case the clock is stopped and the game continues. (b) The GM determines that the game is no longer stalemated, in which case the clock is stopped and the game continues. (c) The game is declared a draw by all powers entering "set draw". (d) Three years, ending with the processing of a Fall turn, expires with none of (a), (b) and (c) occurring, in which case the game is declared a draw by the GM. Before the draw clock is started, the following sequence of events should occur: (1) A player asks the GM to start the Draw Clock. The GM should never start the Draw Clock without a request from a player. (2) The GM determines whether the Draw Clock, if started, is likely to be stopped by conditions (a) or (b) above. The GM should not proceed unless he is very confident that the Draw Clock will not be stopped by conditions (a) or (b). (3) The GM asks each player in turn, largest power first, as to whether he would object to the Draw Clock being started, and if he does, then how he is intending to break the current stalemate. He should not proceed to ask the next player until either (i) the previous player has replied, or (ii) a length of time has elapsed since the question was asked, which is at least as long as the "next" parameter for a minor (retreat or adjustment) phase. In addition, he should stop asking if a player makes a reasonable objection. (4) The GM announces via a Broadcast message, that the Draw Clock will be started at the end of the Fall turn, and states the year in which it will expire. A reasonable objection is any plan which the power making the objection is able to carry out. This includes: * I have a multi-way guess over [list of provinces], and the other side can not defend all of them. Eventually I will guess right. * If nothing happens by [year], I am going to pull my units back from the line to give the other side some room to manoeuvre. Unreasonable objections are any plan which the power is unable to carry out himself. This includes: * It is clearly in France's interest to stab Germany, and I'm not accepting a draw until he does. * I'm just going to sit here until he gets bored and NMRs out, and hopefully we'll get a less stubborn replacement. A power repeating a plan which he has given previously and not carried through with, may be considered an unreasonable objection. A power giving a flawed plan (e.g. stating that the other side do not have a guaranteed defence when in fact they do) may also a be considered an unreasonable objection. In general, the draw clock is not intended to shorten games. It is intended to end a game which would be over except for one player refusing to set draw, but being unable to do anything to alter the position. Unacceptable behavior: 1) Cheating: Intentionally circumventing the house rules, the judge mechanism, or the rules of the particular game can lead to the player being banned from the judge and all others judges. 2) Cross Play: Attempting to influence a player's behaviour in one game by offering threats or concessions in another game is called "cross play". This is not permitted. 3) Press: a) The following people can submit press in a game: Players currently in the game plus players who were in the game but were eliminated, observers and the GM. (But if you resigned or were kicked out, you have no such privileges.) No player or observer can claim to be the GM, or judge keeper. Nor can the GM or judge keeper pretend to be one of the others, or a player, if in fact that is not the case. b) You may forge correspondence from other players within the limits of the press settings unless you are sending correspondence to the GM. 4) Deception and the GM The GM will not participate in deceptions involving other players. The GM will delay the game and ask for new orders from a player if the GM suspects that a player's orders were faked by another player. 5) Violation of Privacy Anyone violating the privacy of another player or GM may be ejected from the game. This specifically refers to electronic mail, but will be used in other situations if justified. 6) Bad Behavior Players who are known to NMR, deceive the GM, or are simply known to be abusive may not be allowed to play on any judge. And players who become abusive to the GM or other players during a game can be ejected. 7) Sneaking into a Game You can not enter a single game as multiple players, use an alias without prior arrangement, or be "related" to another player. Information provided in your registration form must be accurate as mentioned above. "Related" includes not only blood or legal ties, but friends, work- mates and anyone else with whom you have personal links. Disputes: The following individuals are responsible for resolving the disputes in the specified areas. Disputes that cannot be resolved at that level should be promoted to the next level up. GM - internal game problems and house rules Judge keeper - technical problems and house rules, as well as general judge considerations (such as banning players from the judge). AH Rules That Have Been Replaced: (Note: although references are to 1982 rulebook, the changes apply equally to all rulebooks. At time of writing, 4th Edition 2000 rules were available online at http://www.hasbro.com/instruct/Diplomacy.PDF.) 1) VII.3.b When a fleet can move to two coasts and the coast is not specified, the adjudicator will pick an arbitrary coast. Actually not totally arbitrary, but the first one in its movement list. 2) IX.1 Do not specify owners of units in support and convoy orders. This redundant specification would unnecessarily complicate the parser. The movement results will indicate the alternate power on support and convoy orders. 3)IX.7 Based on the second statement after XIV.5, IX.7 does not apply if either or both of the dislodged or dislodging unit is convoyed. 4) XII Armies intending to use a convoy must specify the convoy route in their movement orders as in the examples: A LON-ENG-BEL, F ENG C A LON-BEL. or A LON-ENG-MID-WES-TUN, F ENG C A LON-TUN, F MID C A LON-TUN, F WES C A LON-TUN, A NAF S A LON-TUN. 5) XII.4 Since convoy routes must be specified, there will never be any ambiguity. 6) XII.5 a) This rule when taken literally can have some unintended results. For example: England: F Iri-Mid, F Eng S F Iri-Mid France: F Spa(nc) S F Mid, F Mid Convoy A Por-Bre, A Por-Mid-Bre Italy: F Gulf of Lyon Convoy A Tus-Spa, A Tus-GoL-Spa What happens in the Mid-Atlantic Ocean? What about if the additional order: Italy: A Mar S A Tus-Spa is entered? With literal interpretation of the rules, the fleet in Spain would be dislodged, but its support to the fleet in the Mid-Atlantic Ocean (of an action in a body of water containing a convoying fleet) would not be cut. This adjudicator makes five passes to determine what support gets cut: a) Normal non-convoyed movement cuts support. b) Any armies being convoyed by fleets that would be dislodged without further support cuts are flagged "maybe no convoy". c) Any convoyed armies without the "maybe no convoy" status cut support provided by units in their destination provinces. d) Any armies being convoyed by fleets that still would be dislodged are flagged "definitely no convoy". e) Any armies still flagged "maybe no convoy" status cut support of units in their destination provinces. The "maybe no convoy" status is cleared. Using this algorithm, Spain's support above would be cut in pass three. The Mid-Atlantic Ocean's dislodgment would be detected in pass four. Portugal would be given the "no convoy" status and thus would have no effect on any unit in Brest in pass five. 7) XII.6 This rule is known to be vague and lead to certain paradoxes when a unit is given the choice between a land route and a convoy. However, this does not apply here since an army must specifically specify its convoy route if it is to be convoyed. Note that convoy between adjacent provinces are possible, and may be useful certain circumstances. 8) XIII.2 The rule reads as follows: "BUILDING AND REMOVING UNITS (ADJUSTMENTS). After the Fall moves have been played, and the retreats (if any) made, each player's number of units MUST be adjusted to equal the number of supply centers his Great Power controls. If he has fewer centers than units, he MUST disband the excess units only, by removing them from the board. The units removed may be any of his units he chooses. If he has more centers than units, he MAY build units by placing them..." (Emphasis on MUST and MAY is not in the original.) This is vague. Is the rulebook saying that he MUST disband units and MAY build units because he can always disband units but is not always able to build units? If not, why is the rulebook saying that he MUST adjust his units to be equal to the number of supply centers that he controls? Here is the replacement rule: You don't have to accept all possible builds. Possible builds not being using must be specifically marked using the WAIVE command or your orders will be marked as unfinished. 9) XIV.4 If a power is required to remove a unit and no valid order is received, the least recently produced unit that is not at a supply center will be disbanded. This is the first one listed on the reports which will be the one most likely to be furthest away from a home supply center. (However, in any case NMR is prohibited by above rules, so this change should have no effect.) 10) COASTAL DESIGNATIONS FOR FLEET SUPPORT ORDERS The judge requires that an order for a unit supporting a fleet movement to a bi-coastal province specify the correct coast, otherwise the support will be void. Unusual Board Situations: Certain extremely rare situations are not covered by the rules of Diplomacy. (For example, Pandin's paradox discovered by Tony Pandin in which a convoy causes its own disruption.) In such a situation, the results of the Diplomacy Adjudicator will be accepted as final. Other Notes: 1) DIPLOMACY RULES AND COPYRIGHT INFRINGEMENT Avalon Hill permits us to run Diplomacy games electronically with the understanding that no copies of the rules will be distributed electronically and that all Avalon Hill maps retain the Avalon Hill copyright. If you violate this understanding, you put the entire Internet hobby at risk. 2) CHANGE OF ADDRESS The GM is not responsible for problems caused by you changing your e-mail address without notifying the GM. Extra e-mail addresses should be added with the IAmAlso command. You should do so whenever prompted to by the judge. This links your extra address to your existing registration, but does not change your return address for any game. Your return address for a particular game can be changed with the SET ADDRESS command. To remove an address, re-REGISTER. --------------------------------------------------