Arkady English on Tue, 18 Sep 2012 06:33:09 -0700 (MST)


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[s-d] Dipnomicy - revised initial ruleset


A corrected / revised ruleset, based on Jamie's comments:

Changes are - numbering is now correct; convoy rule allows multiple
navies to convoy, as in the original game. This means UK especially
does not get too hampered near the start of the game.

**********Proposed initial ruleset**********
*****Immutable rules*****
1. Players may only interact with the game in accordance with the
rules. Unregulated actions can have no effect on the gamestate.
2. The Secretary General of this game is Arkady English. The Secretary
General is not a player.
3. The Secretary General is responsible for the overall well being of
the game.  They:
- Issue reports on the gamestate;
- Collate moves and votes;
- Distribute proposals;
- Keep records of information that affects the gamestate;
- Are the final arbiters in rules disputes and may issue rule
clarifications and guidance;
- Must treat all players fairly and equally;
- May veto proposals that are obviously deleterious to the gamestate;
- May roll back the gamestate should the game end up in an unplayable state;
- Assign numbers to the rules;
- Should use these privileges as sparingly as possible;
- Choose a map suitable for the number of players at the start of the game;
- Assign players to countries using a suitably random method at the
start of the game.
4. A proposal is a proposed single change to the rules in any one of
the following ways:
- Enacting, repealing or altering a single mutable rule;
- Transmuting a single mutable rule to being immutable;
- Transmuting a single immutable rule to being mutable.
5. All proposals made in the proper way shall be voted on and adopted
iff they receive the required number of votes.
6. Every player must make a single vote on every proposal. Valid votes
are for, against and abstain.
7. No proposal may have retroactive effects.
8. Proposals to transmute a rule require a unanimous vote to be adopted.
9. Proposals which do not
10. Conflicts between rules may be avoided by explicitly deferring or
taking precedence in the rule’s text.
11. In a conflict immutable rules take precedence over mutable rules.
12. In a conflict the rule which has existed in its current form
longest takes precedence over other rules. This rule defers to rule
11.
13. In a conflict the rule with the most votes in favour of its last
vote takes precedence. This rule defers to rule 11 and to rule 12.
14. There must always be a mutable rule and it must always be possible
to change the ruleset within the rules. If it is not, the Secretary
General should use their powers to intervene.

*****Mutable Rules*****
15. All players take their moves simultaneously.
16. Moves are submitted in secret to the Secretary General via the
e-mail address they provide. This is the move submission. The
Secretary General updates the gamestate and issues a move report.
17. Each move submission must contain a rule-change proposal. These
proposals are distributed anonymously in the move report.
18. Each move submission, except that of the first turn, must contain
that player’s votes on the proposals in the previous move report.
Anonymised vote aggregates and results are issued in the move report.
19. Each move submission must contain a legal move for each unit that
player controls. Whether each move was successful and the final
positions of all units are issued in the move report.
20. The map is split into discrete territories. A territory may be a
land territory or a sea territory or both - referred to as a coastal
territory.
21. Each territory may be occupied by no more than a single unit.
22. If multiple units would end up in the same territory all movement
into that territory fails.
23. Some territories have supply centres, which may be unowned or
owned by a player.
24. Each unit may take one action per turn.
25. A hold action causes a unit to stay in the territory it occupies.
It may be notated "[Territory] H.".
26. A move action moves a unit from the territory it occupies and into
a legal adjacent territory. A unit attempting to make an illegal move
holds position instead. It may be notated "[Start territory]--[End
territory]".
27. An army is a unit. Armies must always finish a turn on a land territory.
28. A navy is a unit. A navy must always finish a turn on a sea territory.
29. A navy or group of connected navies may convoy an army. A convoy
move specifies the start and end territory of the convoyed army. Both
these territories must be adjacent to the territory occupied by the
navel group. On that turn an army in the specified start territory may
move to the specified end territory iff there is a path of navies
making the required convoy move and that path connects the start
territory and end territory. A convoy move may be notated "[Navy's
territory] C [Army's territory]--[End territory]".
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