![]()
Web Sites Rules
The following set of rules is used by various Web Site games. These are aimed to let you know the 'ins & outs' of playing on Web Sites. Please bear in mind, certain abbreviations shown below alter dependant on the sites you're using but those shown on 'Where to Play' use the same ones. I've read some articles & in many cases I believe them & in some cases thought about acting as they where saying. The down side, to me, is the communication within the game.
General
- Expect as mentioned below the 1971 Rulebook will be used. The Revised 2nd May 1989 UK Rules are apparently the same in all material respects.
- Deception of the GM or impersonation of the GM to other players isn't permitted in any circumstances.
- The GM’s decision is final on any interpretation of the rules of Diplomacy, these House Rules or any eventuality not covered by the two documents combined.
Starting a Game
- Players should apply by sending an e-mail to the address provided on the back page. A preference list for countries should be supplied. Final allocation of countries will be the decision of the GM.
- The GM must be aware of the real identities of the players. Players’ real names and e-mail addresses will be published at the start of the game. Using false names isn't permitted under any circumstances.
Game System
- The game will be played on a traditional UK two-season game year. Spring orders should contain retreats (which may be conditional on that season’s moves) for vulnerable units, in the absence of which any dislodged unit will be disbanded. Autumn orders should include conditional retreats and conditional builds/removals. The conditional builds may be conditional on the previous season’s moves or retreats.
- If two or more players attempt to retreat to the same space they'll be removed from play. A player may indicate which unit is to have priority if both units are his.
- If a player fails to submit build orders in an Autumn move then no builds will be made even if due.
- Unless there is a clear instruction to the contrary ‘Remove A (Par)’ means ‘remove the army that was in Paris before this season but may not be now’. If there was no army in Par at the beginning of the move but there is at the end of the move, then that A (Par) will be removed instead.
- If a player fails to submit removal orders in an Autumn move (or the country is an Anarchy) then the GM will disband units which aren't in supply centres as necessary. The distance of any such unit from the nearest home supply centre will be calculated and the furthest unit removed. In the event of a tie units in sea spaces are removed first, then units outside the home country. In the event of a tie, fleets are removed before armies and if all else fails disbands are made alphabetically.
Order Writing
- Orders that are unambiguous will be accepted however badly written. If you intend a miss-order then you should inform the GM that is the case. Where there is a potential ambiguity and the GM has chosen to interpret the ambiguity in a particular fashion, the GM’s decision is final.
- When submitting orders the subject header for the e-mail should contain the game’s name, the season for which the orders are being submitted (S01, A01, S02, etc) and the name of the country being played. Where orders for different games are being submitted, each set of orders should be submitted as a separate e-mail.
- If you send more than one set of orders then label them to make sure the GM uses the latest set. Either number or date your orders. E-mails can get delayed and it's not unusual for a later set to arrive before an earlier set.
- Implied orders will be accepted, e.g. ‘A (Mun) S A (Ruh)-Bur’ is a valid order to both units (if A (Ruh) isn't written in the orders) however a contrary explicit order (e.g. ‘A (Mun) S A (Ruh)-Bur; A (Ruh)-Bel’) will order ride an implied order, the unit isn't considered to be ordered twice. A miss-ordered unit attempting to move can't be supported in place.
- Orders should be submitted in good time for the deadline set under each game. It's good to practice to submit a provisional set of orders on receipt of the latest adjudication. Late orders will usually not be accepted but the GM reserves the right to accept late orders entirely at the GMs discretion. Players should not assume it's safe to reveal plans after the deadline.
No Moves Received
- Failure to submit orders by the deadline will result in an NMR (No Moves Required).
- In the event of two successive NMRs the offending country will be placed in anarchy (which means all units stand but may be supported by other players).
- The GM will not start a game with an NMR in S01 even if it means holding the game over and finding a new player.
Abbreviations
- In game reports provinces will be abbreviated to the first three letters of their names, capitals for sea spaces, and lower case for land spaces.
- Exceptions are: GoB = Gulf of Bothnia, GoL = Gulf of Lyons, Lpl = Liverpool, Lvn = Livonia, MAO = Mid-Atlantic Ocean, NAf = North Africa, NAO = North Atlantic Ocean, NTH = North Sea, NWG = Norwegian Sea, Nwy = Norway, TYS = Tyrrhenian Sea.
- Other abbreviations used in game reports are: NMR = No Moves Received, NRO = No Retreat Ordered, NRP = No Retreat Possible, MS = Mutually Supports, Std = Stands, A (Kie)-Hol (Failed) = Failed Move, A (Kie)-Bur (MISORDER) = Illegal or Impossible Move or non-existent unit, A (Kie)-Mun (DISLODGED TO Den) = Units forced to retreat.
Errors
- In the instance of an error creeping into adjudication the error should be brought to the GM’s attention immediately.
- Errors carried over for more than one season will stand.
- Obvious errors (e.g. failing to underline a failed move) shouldn't delay the game and players should submit orders on the basis that the moves printed were correct (even if the game report was incorrect as to the consequence of those moves).
Game Endings
- A game may be ended at any time on any terms proposed by any player (or by the GM) by an unopposed vote of the players.
- Failure to submit a vote on a proposal is deemed to be a vote in favour to end the game.
- The identity of the player proposing the game-end will not be revealed.
Proxies
- A player may sign over control of one or more units to another player at any time and if the GM thinks it's appropriate [i.e. he's given a good excuse], sometimes indefinitely, provided that the player so doing continues to receive the adjudication.
- Such an arrangement may be cancelled at any time, without notice, by the player concerned. The rest of the players in the game will not be notified by the GM that units have been handed over.
Press
- Press releases for publication alongside the game are welcome and may be conditional on that season’s moves. The GM will have a reserved dateline, which may not be used by the players. The names of the seven capitals (Vie, Lon, Par, Ber, Rom, StP, Con) or the seven Powers followed by ‘(Govt)’ are reserved for the players concerned.
Maps
- Regular Diplomacy games in the zine will usually have maps with the game reports however don't rely on them. Read the game report! The GM will have no sympathy with anyone who miss-orders on the basis of an error in a map, if the report was correct.
Diplomacy Links
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
Site Links
NB If you do e-mail, notice I've changed @ to AT to stop possible e-mail spammers so before you send, swap it back.
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()