Official Rules are given as Preformatted text
All but one player will lose at some point. Unlike AI games, how you choose to accept defeat is very important, even more so in the Tournament than in ordinary play-by-email games. How you lose can strongly affect the tournament results, even if it doesn't affect who wins your particular game. Prizes will be won or lost based on single cities, or even armies. Losing gracefully is therefore very important to the success of the tournament. When you reach the point of despair, visit the Tournament Guide to Losing Gracefully for some wisdom and insight. In particular, keep in mind these things:
Please finish any game you start; the loss of a player is devastating to a game and bad for the tournament. If you abandon honor and ruin a game by using up all 4 timeouts and missing your turn without announcing an absence, you become a Lost Player, and the following rules apply:
Here is what the different options mean:
After the moderator has set up the Static Defense, the game file will continue to be sent normally. When it reaches the Lost Player, simply skip him/her and send it to whoever used to come after the Lost Player. The person after the Lost Player will do the following each turn:
Finally, it is forbidden for players to take items from a hero who is in Static Defense. The purpose of the Static Defense is to keep as much of the Lost Player's stuff out of the hands of his/her neighbors for as long as possible, and to come as close as possible to the sort of defense one might have with an actual human sub. The bottom line is that no human player would intentionally let his hero be killed and give up his hero's items, and if no human player would want his items to fall into an enemy's hands, then a Static Defense's items should also stay out of enemy hands. (Idea from Bill Irwin.)
[ This rule is not yet 100% definite; suggestions are welcome.] Some Static Defense Ideas:
X-Sender: rheeter@mailhost.jet.uk Mime-Version: 1.0 Date: Sat, 21 Jun 1997 21:31:04 +0100 To: "Elam T. Birnbaum"From: "Robert F. Heeter" Subject: Re:WCMod: Static Defense Question Cc: "Robert F. Heeter" , alex.vickers@utoronto.ca, aubjf@mail.vtx.ch, bbrook@rna.bio.mq.edu.au, birwin@mail.gte.net, bill.irwin@gsc.gte.com, dashorst@nicole.sis.nl, demitrius@stuff.liu.se, Elam Birnbaum , geez@opendoor.com, gsb@compupick.com, ijb@unb.ca, jpanagos@pacificrim.net, kchang@u.washington.edu, mas-mgo@merkurius.lu.se, mlanger@texas.net, mleung@uclink.berkeley.edu, MrZakk@aol.com, MTMGsMax@aol.com Hi guys - I really like Elam's suggestion: have the units march along, and if they don't make it to the nearest friendly city before it gets overrun, have them turn into towers outside the city gates. It's simple, and often those city approaches are strategically valuable, so that the player who took the city has to wipe out those units anyway. But at least they're always defensive and not taking up the moderator's scarce time too much. BTW, Max, I did mean "movement paths" and not "vectored". I also like Max's ideas, but I think we need to keep things a bit simpler if possible. But I like Max's idea that if the player in a Static Defense runs out of cash, all units outside of cities should be disbanded to allow some additional production of units *inside* the cities. I don't think that is too complicated. The trouble is that it forces the moderator to watch the Static Defense a lot longer, which is a problem. The essential thing about the Static Defense is that as a Moderator you can set it up and keep an eye on it for a turn or two, and then forget about it. I think towering any units that fail to reach their original destination is the best way to go. For that matter, I think that if units which are marching towards a city bump into an obstacle (like an enemy stack), they should either go around (if they can), start on an alternative path, or else just tower right where they are. Is there a consensus on this? If so, I'll update the rules. BTW, I think it's good that we're getting some practice on dealing with rules topics like this. We'll need to be on our toes once the Practice Round starts! -- Bob P.S. Jim, thanks for the excellent joke! At 3:28 pm -0400 6/20/97, Elam T. Birnbaum wrote: >At 1:27 PM -0400 6/20/97, Robert F. Heeter wrote: >>Hi all - >> >>Suppose that a player has withdrawn from a game and their side has >>just been put into a Static Defense, with all units vectored back to >>the cities which they can reach most quickly. >> >>Now suppose that one of those cities is taken before the units can >>arrive. As a Moderator, what do you do with the units now? >> >>I can think of two reasonable options: >> >>(A) Continue marching them towards a city they no longer own, so that >>they must attack it when they arrive. >> >>(B) Redirect them to march towards the nearest city that they *do* still >>own. >> >>Which of these is better? (Or is there a third option?) > >I actually prefer option 3; the troops simply stop moving and turn into >towers or just stop moving at all and don't defend. I like this because we >had always been concerned about moderators having to spend a lot of time >dealing with lost players. We wanted to minimize the work they have to do >so that in a turn or two they can do all that is needed. Requiring them to >attack the cities or move somewhere else could require the moderator to get >involved several turns more, which is undesireable. > >Elam ** Robert F. Heeter (Bob) | Email: rheeter@pppl.gov / rheeter@jet.uk ** ** PPPL/JET Collaboration | Phone: 609-243-2494 (PPPL Office R301) ** ** Fusion Energy Researcher, Princeton Plasma Physics Laboratory ** ** http://FusEdWeb.pppl.gov http://www.princeton.edu/~rfheeter ** From: MTMGsMax@aol.com Date: Sun, 22 Jun 1997 12:37:52 -0400 (EDT) To: Bob.Heeter@jet.uk, alex.vickers@utoronto.ca, aubjf@mail.vtx.ch, bbrook@rna.bio.mq.edu.au, birwin@mail.gte.net, bill.irwin@gsc.gte.com, dashorst@nicole.sis.nl, demitrius@stuff.liu.se, elam@madness.net, geez@opendoor.com, gsb@compupick.com, ijb@unb.ca, jpanagos@pacificrim.net, kchang@u.washington.edu, mas-mgo@merkurius.lu.se, mlanger@texas.net, mleung@uclink.berkeley.edu, Mrzakk@aol.com Subject: WCMod: Static Defense Status: O Mods: I wasn't intending to throw more "pennies" on this fire, but.... -->have them turn into towers outside the city gates. I don't like the Tower idea as part of the Static Defense. It doesn't seem to serve much of a purpose for a "stagnant" country, whose main motivator for continued existence is cities and the money from them. [Like the Terminator: "That's what he does. That's ALL he does!"] If the moderator is NOT going to be taking an aggressive action (Ie., attempting to retake the city, even if it's a loss) then these Towers don't serve much of a purpose for the Static country. -->For that matter, I think that if units which are marching towards a city bump into an obstacle (like an enemy stack), they should either go around (if they can), start on an alternative path, or else just tower right where they are. I think the armies should either return to a city or disband. Though making towers is less work, after a few turns, for the moderators, I would think that the *choice* of where they become Towers, the best location, etc., would be just too debatable. (And thus, controversial. :( ) Such as, suppose a tower is made on a road between mountains on one border (where there is another player coming, but who's stack doesn't fly) and another is made outside a city on another border with another player. So, for one of the enemies, the Tower poses much more of an obstacle to the incoming enemy than the other. (And did either player *know* a tower was to be built? Whereas they Know that the stack is going to return to it's city.....) BUT, if we say that ALL armies return to their nearest city, then the continuing players can better judge what their opposing force will be and what they'll need to take those cities. Besides, there's also the fact that a tower made on a bridge may seem like a decent deterrent. But, if it has a heavy Cav in the stack, it is actually weaker than if it just was "left" there every turn. This is Also more work for the moderator, but is certainly better for "Defense", which was the whole idea. Thus, I still maintain that armies should return to their cities-- that which give them life-- or be disbanded if it is more prudent to use the saved money for building directly into the cities. And maybe the simple factor for this would be setting the paths, and all armies that can't make it back to one of their own cities in (say) three turns are disbanded. [Actually, the Money issue defeats the Turtle defense-- which relies on keeping massive numbers of pre-made armies, though you can't afford them anymore. If we wish to allow a "turtle defense" as part of a Static Defense, then we have to do two things: 1) NOT disband any armies, and 2) always keep moving whatever remaining armies towards whatever remaining cities. When he runs out of cities, he's out of the game anyway-- so we might as well keep whatever armies have been made and try to get them back to cities.] Now that I think of it, I think this is the fairest approach. Armies will never be disbanded, and though it's more work for the moderators (they'll have to reset paths as cities are taken) it'll actually force the players to take the cities from the static player FAster. Like musical chairs, the last few cities will end up the most "turtled". So, the other players might also attack the "returning stacks" *before* they get into a city, etc. Thoughts on this? $.02 max