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PBEM Diplomacy House Rules
- General
Except as mentioned below, the 4th Edition 2000 Rulebook will be used. However,
apart from some very minor changes and additions to the rules regarding convoys
(which prevent convoy paradoxes from arising) the rules are the same as those
in the 1971 rulebook. The 2000 rulebook can be viewed on line at http://www.wizards.com/avalonhill/rules/diplomacy.pdf [to download right-click on link and 'Save copy As..' [2.51MB]. No impersonation
or deception of the GM is permitted under 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 filling in the online Waiting List Form if they wish to
play a game of Diplomacy. Preference lists for countries will be used if supplied.
[Preference explanation for GM's interest ONLY!]
- Your email address
The GMs will NOT accept orders sent from any e-mail address other than the one
you have specified to play the game under (e.g. the one that you signed on with).
You can of course e-mail us from your regular address beforehand advising us you
want to change it.
If you are unable to use your specified address, then you can tell us from your
new address, but you'll have to convince us that you are who you say you are,
by telling your GM something known only to you and no other player.
Any orders received from an 'unknown' e-mail address will be returned to that
address explaining that they are not allowed, and will also be cc`d to the original
address of the player of that country. The game deadline will not be delayed under
any circumstances, even if all this takes place close to the deadline.
Unless you have good grounds otherwise, we prefer that you use only one e-mail
address. If this causes you problems then discuss it with your GM and he'll sort
it out. Just don't assume orders will be accepted from a secondary e-mail address.
In the unlikely event that your GM should change their e-mail address you'll be
advised immediately, and told to double check on the Diplomacy 2000 website as
proof.
- Game System
The game will be played on a traditional UK two-season game year. Thus
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.
[see also 'Introduction to Newcomers'.]
If two or more players attempt to retreat to the same space they will stand each
other off and both will be removed from play, though 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." - though 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
in Anarchy) then the GM will disband units which are not in supply centres as
necessary. The distance of any such unit from the nearest home sc 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.
Thus, England would remove F(HEL) and F(SKA) before A(Pic), but A(Pic) would go
before F(ENG) or F(NTH). A(Bel), F(Hol) and even A(Ank) would not be removed because
they are in supply centres.
- Orders [see also 'Writing Orders
For Diplomacy' on how to write orders]
All orders (Provisional and Final) should be clear and, to avoid any misinterpretations,
they must include details for all units. All moves, stands, supports, retreats,
disbands and, for the Autumn phase, builds, should be shown on each set of orders
sent in. In addition, the only press to be published by the GM will be the press
included with the latest set of orders received. Any press sent with earlier orders
for a season will be ignored.
For example, if someone playing Austria sends in Provisional Orders for Autumn
1903 stating that he wants to build an Army in Vienna, then sends a final set
of orders for the same season which does not specify any builds, that player will
not be able to build an army in Vienna.
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 is not unusual for a later set to arrive before an earlier set.
Orders for different games must be sent in different emails. Each set of orders
should state player's name, game, country, year and season. For the interpretation
of orders see above. Implied orders will be accepted, for example "A(Mun) S A(Ruh)-Bur"
is a valid order to both units (if A(Ruh) is not written in the orders), however,
a contrary explicit order (e.g. "A(Mun) S A(Ruh)-Bur; A(Ruh)-Bel") will override
an implied order, the unit is not considered to be ordered twice. A misordered
unit attempting to move cannot be supported in place.
Orders should be submitted in good time for the deadline set under each game.
It is a good idea to send a set of provisional orders upon receipt of the game
report. Late orders will usually not be accepted, but we (the GMs) reserve
the right to accept late orders in exceptional circumstances at our discretion.
Therefore you should not assume that it is safe to reveal your plans after the
deadline. GM's will acknowledge receipt of orders within 48 hours. [For differences
of time zones around the world check out: The
World Clock - Time Zones.]
- No Moves Received
Failure to submit orders by the deadline will result in an NMR. The effect of
two successive NMR's will depend on whether the game is a standby game, or a no
standby game. In a standby game, two successive NMRs means that I will find a
replacment player to take the part of the country concerned. In a no-standby game
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, so don't
NMR in Spring 1901!
- Abbreviations
In game reports provinces will be abbreviated to the first three letters of their
names, capitals for sea spaces, lower case for land spaces. [also click
here to see full list of abbreviation or see
map with abbreviations]
Exceptions are:
GoB, or GOB = Gulf of Bothnia
GoL, or 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
ENC, ENG or ECH = English Channel
Other abbreviations used in game reports are:
NMR = No Moves Received
NRO = No Retreat Ordered
NRP = No Retreat Possible
MS = Mutually Supports
Hold or 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) = Unit forced to Retreat.
- Errors
In the rare instance of an error creeping into an adjudication the error should
be brought to the GM's attention immediately. Any errors carried over for more
than one season will stand. Obvious errors should not 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 [see here for further
explanations]
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. If more than one
proposal has been put forward [even several proposals] then players must make
sure to vote 'for' or 'against' all of the proposals. Also if multiple
proposals are made and all are carried then the first one is the one that gives
the result. 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,
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 followed by "(Govt.)" - or the seven Powers followed by "(Govt.)" are
reserved for the players concerned.
- Maps
Regular Diplomacy games will usually have maps with the game reports, however
do not rely on them. Read the game report! The GM will have no sympathy with anyone
who misorders on the basis of an error in a map, if the game report was correct.
Readers for the blind - Below are links to map decsriptions
for each country, scrupulously detailed by Nick Parish. I was told they took six
months to finish - a lot of work. Well done Nick.
- EXTRA RULES - PLEASE NOTE: Whilst most of the
GMs will allow a little leeway on the rules, some STRICTLY adhere to all the rules
here. Make sure you know what your GM allows [see below for list]. It is
a good habit to learn what is the "correct" way to order your units. Always state
whether your unit is a fleet or army, always use the abbreviations
the adjudications we send you (see rule #6 above) unless you write them out in
full anyway, always state the nationality of foreign units, always put
the coast in for StP, Bul and Spa even when not needed.
a) Abbreviations:
The use of Nor. Please don`t use it ! You should be using Nwy (or NWG, NTH, NAO,
or NAf instead - see rule #6 above).
The use of Liv. It is virtually always obvious what this means depending on the
destination or start place of the unit. Please use Lpl and Lvn to avoid any possible
confusion.
Tyrolia/Tyrrhenian Sea. The "correct" abbreviations are Tyr and TYS but these
spaces cannot be mixed up as fleets cannot occupy Tyr and armies TYS.
Typos. Check your orders. Don`t order A(Boh)-Tir (this could mean Tyr or Tri).
I once deliberately ordered A(Mun)-Br (could be Bur, could be Ber) but told the
GM it was a deliberate misorder. Someone else ordered A(Ser)-Bu (could be Bul,
could be Bud), but whether the GM is informed or not - it is a misorder.
b) Unit designations
We allow Bre-Pic as a valid order as long as there is one of your units in Bre
of course. If you have a fleet and you order A(Bre)-Pic then all the GMs will
misorder it. The same rules apply with supporting units.
c) Supporting foreign units:
It is better to put the nationality in when supporting foreign units. It helps
save the GM from trying to trace the mysterious unit you're supporting - remember,
he's not looking at the map when entering your order.
d) Coasts:
F(Nwy)-StP. As F(Nwy) can only go to the north coast then we don't need you to
specify this. If you get the coast wrong - F(Nwy)-StP sc - we will misorder.
If you need to specify the coast, which only applies to F(Por)-Spa, F(MAO)-Spa,
F(Con)-Bul and build F(StP) and you don't, then the unit holds (or no build for
StP).
LENIENT
- Tom Craig
- Paul Prebble
- Richard Hucknall
- Tom Tweedy
- Steve Turner
- Brian Frew
- Pat D'Hyon
- Andy Scott
- Robert Dane
- Eelco van Duijnhoven
- Ally Bain
- Jason de Boer
- Jan Willem Omlo
- Pete Smith
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Webmaster: Tom Tweedy
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