Rules of Play, Moderators' Edition

All the rules, with reasoning, examples, and extra discussion.

By Gary S. Best and Bob Heeter; last revised 15-Sep-97 by Bob Heeter

[ See also: The Ten Commandments | Rules for Players | The Moderators' Bible ]

The Tournament Rules of Play:

  1. Anything you can do WITHIN the Warlords application is LEGAL, except changing the enhancement settings (which can be easily noticed anyway).

    This specifically allows players to:

    The game file which you send on to the next player should not have any changes to it except from your own turn. That is, players are allowed to do anything Warlords allows to their own turn, and they are allowed to open up copies of the official game to explore other player's turns, but in taking their own official turn players must end the previous player's turn (if necessary), make their own moves, and then send the game on to the next player, without manipulating another player's turn within the official game file. In other words, you can move your own armies and change your own fight order, and you can peek at another's armies and fight order while planning your move, but you can't actually move another player's pieces or change his/her fight order. The spirit of this rule should be obvious and it is the spirit that will be enforced in the tournament. Those considering cheating of this sort should read on and consider that it's easy to detect unauthorized changes of this sort!

  2. Anything you try to do to the game file from OUTSIDE the Warlords application is ILLEGAL, except compressing the game file and mailing it to other players.

    This specifically prevents players from:

    These sorts of actions can be detected in their effects on the game, and anyone caught cheating will be expelled from all Warlords tournaments and the PBEM players' list for life. [ The moderators will use their discretion in determining the severity of a particular offense, but cheating which is clearly intentional will not be treated lightly. ]

    The above rules are to be interpreted liberally; the lists of specific examples are not exhaustive lists of what you can do within the program and can't do from outside the program. The spirit of the rules is to maximize fairness while minimizing required reverting.

  3. Combat Procedures and Reporting:

    For each battle, use an unofficial copy of the game file to preview the fight order and unmodified strengths of the defender's units. Then the battle-odds tool (WarBOT) should be run. Once the correct outcome is known, simply fight the battle so that the results are correct, reverting as many times as necessary. (The tournament battle odds tool (WarBOT) will tell you what units should live and which should die.) All attacking armies that have survival percentages less than or equal to 50% should die. If no attacking army has a percentage greater than 50%, then the attacking stack has been defeated and all defenders with a survival percentage less than 50% should die. Note that ties (50% survival odds exactly) go to the defender. If you win an attack with additional units remaining that should have died, simply disband them.

    Note that medals are not allowed, otherwise players would be forced to revert until receiving a medal on a good unit in order to remain competitive. If a medal is awarded the attacker must re-fight the battle until the proper outcome is achieved without a medal.

    In order to learn the actual strengths of each army in a defending enemy's stack, you should view the contents of the stack as if you were the defender. Using an alternate/unofficial copy of the game file, start up the defender's turn and view the stack you are about to attack, writing down specific army types and base strengths (including blessings but not counting medals, which are not allowed). The battle odds tool will automatically compute the appropriate individual and stack bonuses for the defender's terrain and unit types. Use the battle tool to determine the proper outcome, restart your turn in the official game file, and enact the battle. In particular, when entering the defender's stack into the battle odds tool, be sure to arrange the units according to the defender's fight order as it appears when you view his stack from inside his own turn. (Usually this is the same as the order of the units when you attack his stack, but not always - Warlords has some bugs in its battle code. The battle odds tool will take care of the problem for you.)

    Each battle must be reported to all players and the moderator. Battles should be reported in the order in which they were fought, to avoid confusion about which units were available for which battle. The following information must be included:

    1. Defender's name/color and location of battle (e.g., nearest city)
    2. Defender's terrain
    3. All army types, number and base strengths
    4. Modified army strengths along with explanations (automatic in WarBOT)
    5. The outcome of the battle, with probabilities from battle odds tool

    Making this information available and requiring the battle to have a specific outcome makes it possible to keep players from cheating by not actually using armies in battles, by mis-entering their strengths, or by simply reverting to get a better outcome than they should.

    Example: The Usual Battle Report (quoted text with ">" is the WarBOT battle report)

    Turn 13: White attacks Yellow in hills west of Scandinavia
    Attacker: 3 dwarves, 1 spider, 1 catapult, 1 archer (none blessed)
    Defender: 5 dwarves (none blessed)
    
    >Terrain:  Hill
    >
    >BONUS  Total   Fortify   non    hero   -enemy   city   Cancel
    >AT       1        1       0       0        0            C
    >DF       0        0       0       0        0      0
    >
    >              Entered   Modified
    >Attack Units  Strength  Strength  Winning %
    >Archer            4         5     0.67868
    >Catapult          4         5     0.55280
    >Spider            4         5     0.41395
    >Dwarf             4         7     0.27847
    >Dwarf             4         7     0.10138
    >Dwarf             4         7     0.01556
    >
    >Defense Units:
    >Dwarf             4         6     0.32132
    >Dwarf             4         6     0.17369
    >Dwarf             4         6     0.06942
    >Dwarf             4         6     0.01708
    >Dwarf             4         6     0.00167
    >
    >
    >Attacker win with  2 units remaining
    
    The attacking archer and catapult hold the field.
    

    The report of probabilities may be omitted provided the initial and modified unit strengths are given so that others may easily check the battle themselves. Battle reporting may be further simplified for one-on-one battles where the defender is clearly weaker than the attacker: ("Red dragon crushes Blue scout @ Brie").

    [ Philosophy: The idea here is to make it easy for other players to understand what you did so they can verify quickly and painlessly that you didn't cheat, and so that they can quickly identify any errors you might have made so that disputes can be quickly resolved. ]

    Example: Attacking neutral cities -
    In the tournament scenarios, neutral cities have only one build, a scout of strength 1. The defensive bonus of a neutral city is half that of a player-owned city, and it's rounded down. So a city with 3 or 4 builds which normally has defense +2 has only +1 defense if it's neutral, and a neutral city with 1 or 2 builds has a "1/2" defense bonus, which is rounded down to 0. This means that scouts in neutral cities are only strength 1 and may be killed by any unit of strength 2 or more, or a pair of strength 1 units.

    It is the defender's responsibility to review the battle results and make sure that they are correct. He has until the end of his turn to protest the results. In most cases, it will be an easily resolved problem that won't require moderator intervention. However, should the moderator be required to settle a dispute, all his decisions are final. If a mistake is made and the error is in favor of the defender, no corrective action will be taken. If the only error is that the attacker has extra armies that shouldn't have survived, and those armies are not vulnerable to attack, they must be disbanded. The idea here is to reduce the number of turns that must be replayed. But where necessary the attacker must retake his turn, with all subsequent players retaking theirs as well.

    Each player is allowed to make three reporting mistakes that affect the outcome of a battle per game. Upon the fourth such error, the player must forfeit immediately and his side will be dealt with using the lost-player rules (see the PBEM settings page).

    [ Philosophy: This rule is designed to prevent players from claiming "mistaken battle odds" while actually attempting to cheat. Because there will be a practice game for players to get used to the rules before the tournament officially starts, I don't think anyone in the tournament is ever going to overrun their rules-violation limit. You can think of it as sort of like fouling out in basketball - the expectation is that it might happen a couple times, but if it happens too much you conclude the fouls are deliberate and you eject the guy from the game. We haven't come anywhere near that point in playtesting.

    The main distinction between a "rules violation" error and "cheating" is whether it was clearly deliberate and required editing of the game file or battle odds information (cheating), or whether it could have been an accidental or unintentional mistake (rules violation). ]

    Failure to report one or more battles on a given turn is also considered a single reporting mistake. If there is any concern about how to determine combat strengths, first consult the battle bonuses notes (to be distributed to all players) and then ask the moderator for a ruling if any confusion remains.

    Unless cheating is proven no game will be backed up more than 1 full turn to replay a mistaken move.

  4. Heroes, their Activities, and their Replacement:

    Unless explicitly stated otherwise at the start of the game, only one living Hero will be allowed per side at any one time. Any other Heroes that offer their services must be declined.

    [ Philosophy, and Notes on 2-hero Tournament Games: Because reverting can't be prevented, and because some players will actually revert for hours to get a new hero when and where they want one, multiple heroes can't be allowed because that would place an undue burden on everyone else to revert to get lots of heroes and allies to remain competitive. Furthermore, it's also tedious to replace a lost hero with reverting. (With even 5 cities, the fact that new heros come once per 6 tries, and there are 8 possible allies, means that you have to revert typically 5 * 8 * 6 = 240 times to get what you want where you want it. 240 reverts = ~80 minutes of reverting, which is pretty tedious, so we want to limit the number of times players are forced to get new heroes.

    There is a way of having 2 heroes in a game, and that is by having the second hero arrive *only* on Turn 2 in scenarios where (a) there's room for a second hero without giving too much of an advantage to the player going first, and (b) players have at most 2 cities on Turn 2, so that the reverting requirement is minimized. Also it's important for the 2-hero rules to dovetail with the 1-hero rules (below). So the 2-hero rule is that you can get second hero on Turn 2 only (or not at all), and you can only get a replacement when your *last* surviving hero is dead. (In other words, the Turn X rule below about opening a turn without a living hero doesn't change.)

    By having a second hero right away and then not letting anyone get a replacement until *both* their heroes are dead, hopefully no one will have to spend hours reverting to get a replacement, except maybe at the very end of the game when they're almost out of cities... ]

    Once a player's (last) Hero is killed, disbanded, or otherwise lost, that side will be eligible to receive one new Hero as follows:

    1. The first turn that a player begins his move without a hero is called Turn X. The turn when you can receive a new hero is called Turn Y.

    2. At the end of Turn X, declare your gold, and determine the maximum possible value for Turn Y, the turn when you may receive a new hero, as follows:
      If your Gold is      Solo Hero / No Ally      Hero With 1 Ally
      ==================================================================
      less than 300          *need more gold*        *need more gold*
       300+                  Y = X + 3               Y = X + 4
       600+                  Y = X + 2               Y = X + 3
      1200+                  Y = X + 1               Y = X + 2
      2400+                                          Y = X + 1
      

      Thus if you open up your turn without a hero (Turn X) and at the end of that turn you have 605 gold (pillaging helps!), you can receive either a lone hero on Turn Y = Turn X + 2, or a hero with an ally on Turn Y = Turn X + 3. You don't have to say beforehand what you plan to do.

      Note: You choose whether to take a lone hero or to wait a turn to get a hero with an ally. You don't need to declare your intentions, simply choose what you want to do at the appropriate time.

      [ Philosophy: Players can do whatever they want with their heroes, including getting them killed or disbanding them. The hero-replacement rules allow this implicitly by only considering the situation where a player opens his/her new turn and finds they have no hero. That allows players to ditch a hero but forces them to wait an extra turn before getting a replacement. You are always eligible to receive one ally if you meet the gold requirements, but if you choose to forego the ally, you are eligible one turn sooner. The main purpose of being able to get a solo Hero (without an ally) sooner is to aid those who lose their original (ally-less) Hero and need a quick replacement before they're overrun. That lets them stay in the game longer and makes things more enjoyable for all. It would only be a virgin +1 Hero. Allies are scarce enough and valuable enough that players won't take advantage of the solo Hero rule unless they *really* needed it.

      We considered allowing new heroes to arrive immediately on Turn X, but since the gold requirement is set for the *end* of Turn X, a player with 2100 gold and a lot of possible pillaging can't know whether he'll get 2400 gold (and thus a new hero on Turn X) until the end of the turn. Also, it's not fair to the players coming next in the turn order. Suppose that Yellow and Blue are menacing Red since Red is winning and has lots of gold, and Yellow kills Red's hero and steals his items. Red sees that he can get a new hero immediately and use the extra unit (and +1 bonus) to suddenly eliminate the Blue hero on his other border, steal Blue's items (possibly very valuable) and then use his newly-enhanced hero to get revenge on Yellow while Blue (possibly very poor) sits reeling from the loss of his hero. This situation is grossly unfair to Blue and shouldn't be allowed to occur. ]

    3. At the end of every subsequent turn, if a player's gold has increased, the value of Turn Y may be reduced if allowed by the criteria above. Since Turn X doesn't change, a player may get a new hero sooner if his/her gold increases between Turn X and the old value of Turn Y. But if a player's gold has decreased, the value of turn Y does not change, nor does the player's eligibility for an ally change. If your gold increases and Turn Y does change, you must declare this to the group, and if you forget then you will not be allowed to receive a new hero until your *most recently declared* Turn Y arrives.

      [ Philosophy: This is the most controversial rule. The spirit of it is to let players replace lost heroes as quickly as possible, while giving credit for foresight (keeping a gold reserve), cleverness and strength (finding ways to pillage additional gold in a hurry), and diplomacy (persuading allies to let you pillage additional gold in a hurry). That is why Turn Y is allowed to decrease if a player gets more gold.

      Warlords is most fun when you have a hero to lead your forces, and in the tournament rules, with strong heroes and few allies, the loss of a hero is typically much more devastating to your chances of doing well than it would be in a normal game, so we want to minimize the amount of time when players are suffering without heroes, while still providing *some* penalty for those who are foolish enough to get their heroes killed without planning for it. The sliding gold scale makes it expensive to hold a gold reserve (and thus discourages players from deliberately suiciding their heroes) but allows players in strong positions (good incomes/ability to pillage) to regain a hero fairly quickly.

      We also wanted to mimic the traditional Warlords situation where the stronger you are financially, and the more gold you manage to sustain during a game (through ruins, sacking/pillaging, and not letting your army get too big), the more heroes you are likely to get (and keep alive with good protection). This situation is true up to the limit (reached too often in regular PBEM games) where all players have excessive gold and support five killer heroes almost all the time, in which case all that matters is luck in getting new heroes quickly, and talent in winning battles.

      The idea for the tournament is that financially stronger players should be more easily able to "replace" a lost hero, simulating the idea that those players would have more heroes to begin with and therefore have an easier time coping with the loss of a hero. However, the circumstances of the game are different so the notion of financial strength must be made flexible. In tournament games gold is primarily used to build new production, and we don't want to force players to maintain huge cash reserves the way they do in regular Warlords. Players who have gold reserves are rewarded, but so are players who have the strength, cunning, and diplomacy to generate cash quickly when needed.

      We can't allow more than one or two heroes at a time, but we can "mimic" the multiple heroes of regular Warlords by letting new heroes appear in the crucial location fairly soon after the old hero dies, just as players would normally rearrange their heroes in the event of a death, so that they could bring a new hero to fight in the critical location fairly quickly.

      The main reason for not allowing Turn Y to increase if a player loses gold is that typically when you lose your hero you get pummeled financially by losing a lot of cities, much more than you would in a regular Warlords game, and it's not fair that a player with a significant amount of gold at some point should be prevented from getting a replacement *at all* just because in losing his hero he opens up his whole front to bombardment. This simulates the idea that in a regular non-tournament Warlords game the player would have multiple heroes already and wouldn't become so incredibly vulnerable just because one of them got killed.

      Another reason for not allowing Turn Y to increase if a player loses gold is that in Tournament games gold is primarily used for buying production and maintaining armies, and therefore it's double-punishment to require a hero-less player to *sustain* a large bank account, when their enemies with killer heroes can spend freely. This situation doesn't occur in regular PBEM games because cities have built-in production and all players generally maintain 1500 gold so they can receive additional heroes as quickly as possible. But as in regular PBEM games, a hero-less player should suffer primarily from the loss of the hero, not from a loss of the ability to produce decent units. Giving them the flexibility of spending their gold after accumulating a decent sum and holding it at the end of one turn is a good compromise.

      The spirit of the declaration requirements is that everyone should be aware when to expect your new hero; no surprises. The reason for using the gold at the *end* of the turn is that that's the only gold information that other players have quick access to on their own turns (via the Report / History commands), so it's the only info that's easy to confirm.

      There are many other ways to envision this rule but these seem to work.]

    Thus, in Gary's nightmare situation, if a player has only 200 gold on Turn X when his hero is killed, then Turn Y is indefinite. But if the player sacks a city and has 750 gold at the end of Turn X+4, then Turn Y is reset to Turn X+3, and the player may get a new hero immediately on his next turn, since Turn Y has now passed.

    Meanwhile, in Bob's nightmare situation, if a player has 1100 gold on Turn X, then Turn Y is set to Turn X+3, and even though the player gets knocked down to 700 gold on Turn X+1 and only 290 gold on Turn X+2, the player can still get a new hero, assuming the gods grant a hero to a player with so little cash! (Note that when you have lost your last hero, the replacement is usually very cheap, often only 300 gold or so).

    It's important to remember that the only time gold is officially counted is at the *end* of the player's turn, because that's the only value that other players get to see in the Warlords application via the report/history information.

    It's also important to remember that if you have less than 300 gold you will probably not be *offered* an ally by Warlords, no matter how many times you revert!

    The eligible player is allowed to revert as many times as necessary to receive the Hero in whatever city and with whatever allowed ally he finds most suitable. A new Hero may only come with (at most) 1 ally. Any additional allies must be disbanded immediately. Players are allowed to recruit friends to assist in the reverting business in order to get a gamefile with the hero in the correct place. Editing of gamefiles should be avoided to prevent bugs from cropping up. Because some allies cause imbalances in some scenarios (particularly archons and devils), for a given round of the tournament there may be restrictions on which allies players are allowed to receive with their heroes. These will be announced beforehand.

    Example:
    Red's hero Ra is killed on Turn 5 in a surprise attack by Yahweh (White). Red moves after White, so on Turn 5 Red opens his game file and sees that he has no hero. Thus, Turn X = Turn 5. At the end of Turn 5 Red has 624 gold. Since this is greater than 600 but less than 1200, Turn Y is set to X + 3. Since X = 5, Ra becomes eligible to receive a new hero anywhere in his domain on Turn 8.

    Second Example:
    Blue makes a suicide attack on Red's flying hero stack over a shore on Turn 4. Both Red and Blue lose their heroes, with a large pile of items remaining on the shore. On Red's Turn 5, he declares Turn X = Turn 5, declares 630 gold, and declares Turn Y = X + 2 = Turn 7 for no ally, or Turn X + 3 = Turn 8 for an ally. Blue declares X=5, 775 gold, and Y = 7 (no ally) or 8 (with ally). Red is content that he will be able to retrieve the items since his hero and flying ally will arrive first. And on Turn 6, Red's gold is roughly the same, but Blue goes on a pillaging rampage and ends with 1250 gold. So Blue declares 1250 gold and indicates that Turn Y is now 6 (no ally) or 7 (with ally). Since it is already the end of Turn 6, Blue cannot go back and receive a hero without an ally, but he *may* receive a hero *with* and ally on Turn 7. Surprise! Blue can now get a hero with ally before Red. Red is then faced on Turn 7 with the choice of getting a hero immediately - but without an ally - or waiting until Turn 8 to get a hero with an ally. Blue has outmaneuvered him and is able to get his hero with a flying ally on Turn 7 and recovers the items.

    Just because the player is eligible to receive a new Hero does not mean he is required to.

    Heroes may successfully investigate all ruins/strongholds. Reverting is allowed to achieve this result. However, allies which offer to join a Hero are limited to one at a ruin and two at a stronghold. Any additional units from the ruin/stronghold must be immediately disbanded. [ This is to minimize the need for reverting and to keep the influence of allies in balance on the smaller tournament scenarios.] X-Sender: rheeter@mailhost.jet.uk Mime-Version: 1.0 Date: Mon, 18 Aug 1997 12:49:49 +0100 To: mas-mgo@pop.lu.se, Bob.Heeter, elam@madness.net, geez@opendoor.com, Bob.Heeter, birwin@mail.gte.net, bill.irwin@gsc.gte.com, geez@opendoor.com, mleung@uclink.berkeley.edu, jpanagos@pacificrim.net, kchang@u.washington.edu, Bob.Heeter, dashorst@nicole.sis.nl, gsb@compupick.com, dlp@armory.com, Bob.Heeter, alex.vickers@utoronto.ca, aubjf@mail.vtx.ch, bbrook@rna.bio.mq.edu.au, demitrius@stuff.liu.se, gsb@compupick.com, ijb@unb.ca, MrZakk@aol.com, MTMGsMax@aol.com From: "Robert F. Heeter" Subject: WCMod: Gold Limits - a more conclusive conclusion :) Hi all - Hopefully this will be a bit more conclusive than last time. :) The new Official Proposal is here at the top; explanation follows. (1) Players may not accept more than 2500 from a stronghold, 1250 from a ruin. (2) Players should revert to get at least 2400 (stronghold) or 1200 (ruin). (3) Overbuilding is allowed for those players who figure it out on their own. (4) If necessary, adjust scenario gold balance by (a) converting gold ruins to strongholds (b) adding new gold ruins/strongholds (c) increasing starting gold The basic rationale is that the new gold limits are near the "average" that players can expect to get, and also the most likely. The advantage of this system over the current rules is that reverting is greatly reduced. The disadvantage is that it is now possible to cheat by accepting extra gold and spending it secretly, without reporting it. But it is still possible for careful players to catch such cheats by tracking actual builds. Summary of comments and explanations: I had written: $(1) Set the gold limits to 1200 and 2400 as Dirk recommends. $ Recommend to players that they revert to get between 1100 and 1200, $ and between 2300 and 2400. Since then, Dirk has actually done some statistics on the ruin and stronghold gold: >Final note: After recording hundreds of reverts for gold at strongholds >(groan), I've determined that the average, and the most likely value, >is somewhere between 2401 and 2500. Numbers in the range 2401-2500 >are about 10% more likely than 2301-2400, so I recommend making 2500 >the limit on strongholds, if you don't mind a limit of 1250 on ruins. >(It's also easier to get 1201-1250 for ruins, than 1151-1200.) ... and Max commented: >Seems the "confusion" level will dramatically go up, when people can get >more-- and are asked to dump it. But they do the same thing with their extra allies, so it's not so bad. >Besides, what *IS* 1200? Is it "at least" 1200? 1280? No more than 1250? >If you want to be this picky, you should set a range for everyone to follow: >"Get between 1200 and 1300 at the ruins and 2400 and 2500 at the >Strongholds." Good idea! A. Strongholds: We can minimize reverting by picking 2500 as the official "hard maximum" (thou shalt not get more than 2500 gold at a stronghold) and then setting 2400 as the "soft minimum" (thou *should* try to get at least 2400). B. Ruins: I like the idea of having the ruin limits be exactly half the stronghold limits, so let's do 1250 for the hard maximum and 1200 for the soft minimum. Moving on... $(2) Don't officially mention the overbuild trick, but do allow it if $ it comes up. It seems like the overbuild trick is a $ platform-dependent can of worms that will be tricky for many $ of our less clueful players. Apparently this trick only works on the Mac, where you can selectively overbuild a particular unit even if you have less than 4 builds installed. This point hasn't been very controversial, so let's keep it, although it looks like when it was tried in P09 there was a bit of confusion. $(3) Adjust for lost gold by one of two methods: * $ (a) Add additional gold ruins to be explored (better if possible) $ ** Barry, start thinking of where to put 4 more gold ruins! ** $ (b) Increase the starting gold in the scenarios (simple backup option) $ $ (* Dirk's suggestion of lowering army set costs requires more work $ and would lead to many more army set re-installation problems.) Max also wrote: >Also, I wouldn't start trashing/editing the scenario yet. Why not let some >of the "Quick Round" moderators *Playtest* the lesser gold game first? You >might find they are ingenious enough to find ways around the less money..... True enough. In fact, we could easily run all of the "Quick" games with the new "average-gold" rules. But I still think the scenario will be more fun if we can put more gold ruins on the map, so that players have to earn their cash, rather than starting with so much. I also like Barry's idea of converting some of the ruins over to strongholds. We'll pursue the scenario modification stuff in the Scenario Team list only. >The other option (which on reflection is perhaps what Bob meant), is to just >add a couple of extra gold ruins, leaving all the original ruins where they >are. That could work too... That's what I was thinking. More on this in the Scenario group list... (Martijn, Gary, Barry, Ivan, Dirk, myself, and Pat Domning. If anyone else is interested, just let me know...) -- Bob ** Robert F. Heeter (Bob) | Email: rheeter@pppl.gov / rheeter@jet.uk ** ** PPPL/JET Collaboration | Phone: 609-243-2856 (PPPL Office S222) ** ** Fusion Energy Researcher, Princeton Plasma Physics Laboratory ** ** http://FusEdWeb.pppl.gov http://www.heeter.net ** This "maximum gold" rule is designed to prevent endless reverting and to prevent players from editing their gold and claiming plausible results that are nonetheless impossible. (Like 3933 or something.)]

    All actions concerning Heroes must be reported so that there is no confusion about strength of stack, ally origination, etc. This includes emergence of Hero (along with ally type and location) and results from ruin/stronghold investigation (allies, items, and gold). Hero visits to temples must also be reported. In all cases players must indicate which cities/ruins/temples are involved. Failure to report hero actions on a given turn will be treated as a reporting mistake just as a battle-odds error is.

    Players are also encouraged to report new hero levels, but this isn't mandatory. There's no need to report blessings of non-hero units except when they fight. As with battles, all mistakes must be caught before the offending player's next move; a game will never be backed up more than 1 full turn to resolve errors.

    [ Notes on Reporting Philosophy: The idea of the reporting rules is not to burden everyone with an incredible amount of work, but just to allow defenders to easily verify that there wasn't any cheating. You don't need to report city builds or other stuff that people can trivially verify, just things you did that people can't see on their own. For instance, it *is* possible to cheat with ruin gold, so players *must* report how much they actually received in order to allow players to correctly account for it. Reporting gold is also important so players can see how much gold is considered competitive, and revert accordingly until they get a comparable amount.

    Or suppose that you didn't report that you went to a temple, but someone (say Max) could see that you had from the change in your hero strength. Or suppose that you didn't say which temple it was. If Max doesn't know which temple you went to, he doesn't know whether or not you can swing past a nearby temple and get a quick blessing, raise your stack bonus, and kick his hero into eternity. It becomes a life-or-death issue for his hero. Now, he could take a few minutes and open up the game file and try moving your hero to the temple to see if he gets blessed there or not, but that's a lot of work, and it's much easier for you to take five seconds and type into your turn message "hero blessed at south temple".

    So the first reason for reporting temple blessings is the convenience of other players. The second reason is that it *is* possible to cheat and raise your hero's strength by editing the game file, and it would *look* like a blessing to the outside world. Players need to be able to check for this, and asking you to spend five seconds reporting a blessing makes it much easier for them without penalizing you with a lot of work. (With two heroes each getting two blessings, we're only talking about maybe 20 seconds worth of work to report four blessings in a game!)

    The final reason for the reporting rules is to increase the enjoyment of PBEM play. By asking players to report certain activities we're inviting them to embellish their turn reports with fun little stories and do a bit of role-playing. That makes the game a lot more fun. You don't have to get into it on a given move, but we want to encourage it, especially because the tournament will be very competitive and most players won't win. So it's important to enjoy the experience of interacting with other personalities, and the turn reporting makes that happen better. ]

  5. Responsibilities and Time Limits: In general it's your responsibility to catch other players' mistakes / cheats / whatever. But any mistakes/cheats that happened more than one turn ago will in general not be fixed, nor will rules-violation points be assigned. If cheating is proven, however, the player will be expelled from the tournament. To force everyone to replay more than a whole turn is too much of a delay to the game, but everyone gets a chance to think over the state of the game on their own move and catch other players' mistakes in the process.

    It's each player's responsibility to make sure that the game file and turn-change message are sent out via the normal channels (group email and/or Remailer) to all players who want them. But the internet and Remailer aren't 100% reliable, so if you don't receive someone else's game file or turn report, it's presumably not their fault, and it's *your* responsibility to ask for it again (publicly so there's a group record that you asked). Then it's the other player's responsibility to work with you and make sure you get everything. You have the right to hold up the game on your own turn (without timeouts or other penalties) until you receive all the information you need to confirm other players' moves. But if you didn't receive something and you fail ask for it before taking your move, and thus you don't complain about an error until a whole turn has gone by, the game will simply go on (see above), although rules-error points may still be assessed.

    If it is a bad gamefile (e.g., from another game or from the wrong turn), then the original sender must send it again and be assessed a timeout if resent past the original deadline. If it is a valid gamefile for that turn then it *must* be played. X-Sender: rheeter@mailhost.jet.uk Mime-Version: 1.0 Date: Tue, 5 Aug 1997 22:59:14 +0100 To: mleung@uclink.berkeley.edu (Michael P. Leung) From: "Robert F. Heeter" Subject: Re: WL2: rules: Wrong game file (h2h) Cc: "Gary S. Best" , Bob Heeter , jpanagos@cellophane.com (Jim Panagos) Hi guys - Some more thoughts on the gamefile issue. First, there's no mechanism for assessing a "timeout" as a penalty. We can't control the Remailer that much. We'd have to call it a rules error. (Sending a seriously invalid gamefile could be used as an attempt to cheat.) Second, I agree that we should add something to the rules like what Gary said: "if the gamefile sent is a valid gamefile for that turn, then it *must* be played". This was the decision that we made in Duel #1, as I recall, when the same situation came up. However, as with all rules, if there's a consensus among the players to do something else, I think that should be "allowed". The rules of golf are clear about the various penalties, but that doesn't mean that in a two-player round of golf the one player can't offer to give the other one the benefit of the doubt now and then, if they wish. But the etiquette of the situation is that the player making the mistake isn't allowed to ask for what is essentially a gift from the other player. In other words, if Jim had looked at Mike's gamefile and said "yo, Mike, are you sure this is what you wanted to do?", then as the moderator for that head-to-head game I would have let Mike resend the gamefile since Jim agreed to let him. However, if Mike had asked to resend the gamefile, the correct ruling (now that there's a rule) would have been for the Moderator to say "the rules says ya can't resend the gamefile". Jim would not need to speak up and it would not be considered petty of him not to let Mike resend the game. However, while this works in a 2-player game, it's a lot trickier in a 4-player game where you need 3 players to reach a consensus about whether to let someone get away with something. If it was a bunch of guys gathered for some gaming in person it would not be so bad, but reaching consensus via email is really difficult to do in less than a week, so I think for the Tournament games we should just stick with the strict enforcement of the rules - even though it offends my Midwestern desire to be nice about everything. :) I do think that before we officially decide this in general we should bring it up before all the moderators. But we need to wait for the PGP / Latvian issue to get settled. Let it be proposed that: >>If it is a valid gamefile for that turn then it *must* be played. >On a side note, how long are your turns taking now? I think my last turn >took over 10 hours, it is me or is it the nature of playing with the >tournment rules? If this holds up, I don't really know if I can affort the >time to *PLAY* in the tournment! A lot of the problem is that you're playing a 4-player scenario with only two players. If it were a real game your army would be smaller and your fronts easier to sort out, so it wouldn't take so long. But these games *will* start to take time; no doubt about that. Mike, there's no doubt you can afford to play in the tournament, but you might have to adjust your style to be a bit less methodical so you can play your games within your time budgets. :) Fortunately the early rounds will probably be fairly cut-and-dried and the going won't get too intense until later rounds. -- Bob ** Robert F. Heeter (Bob) | Email: rheeter@pppl.gov / rheeter@jet.uk ** ** PPPL/JET Collaboration | Phone: 609-243-2856 (PPPL Office S222) ** ** Fusion Energy Researcher, Princeton Plasma Physics Laboratory ** ** http://FusEdWeb.pppl.gov http://www.princeton.edu/~rfheeter ** Date: Wed, 6 Aug 1997 11:36:21 -0700 X-Sender: jpanagos@pacificrim.net (Unverified) Mime-Version: 1.0 To: "Robert F. Heeter" From: jpanagos@cellophane.com (Jim Panagos) Subject: Re: WL2: rules: Wrong game file (h2h) Cc: mleung@uclink.berkeley.edu (Michael P. Leung), "Gary S. Best" , Bob Heeter Hi guys Closing thoughts At 10:59 PM 8/5/97, Robert F. Heeter wrote: The rules of golf are clear about >the various penalties, but that doesn't mean that in a two-player >round of golf the one player can't offer to give the other one >the benefit of the doubt now and then, if they wish. But the etiquette >of the situation is that the player making the mistake isn't allowed >to ask for what is essentially a gift from the other player. Having been raised in Indiana and graduating from Indiana University, I also am filled with "midwestern" values of fairness and niceness, interestingly the very *first* rule in the Golf Rules Book is: "1-3 Agreement to Waive Rules Players shall not agree to exclude the operation of any Rule or to waive any penalty incurred." -- breach of rule-- match play, loss of hole -- stroke play, disqualification. Sooo, even if a player offered to "give me a break", I would not accept it! >Let it be proposed that: >>>If it is a valid gamefile for that turn then it *must* be played. Congrats for getting off the fence Gary ;-) >>On a side note, how long are your turns taking now? I think my last turn >>took over 10 hours, it is me or is it the nature of playing with the >>tournment rules? If this holds up, I don't really know if I can affort the >>time to *PLAY* in the tournment! > >A lot of the problem is that you're playing a 4-player scenario with >only two players. If it were a real game your army would be smaller >and your fronts easier to sort out, so it wouldn't take so long. >But these games *will* start to take time; no doubt about that. In fairness to Mike, he may be, believe it or not, "conservative" in his 10 hr estimate, if you take into consideration the time lying awake in bed pondering these moves. It is almost like 4 Warlord games in one, and I must admit my ancient "50" year old brain really struggles to keep up with it :-) At the skill level at which Mike plays, no movement can be taken lightly. I will say it is probably the most "absorbing" game I have yet to encounter. Also, kudos, to Mike for his integrity in agreeing with a descision that he felt was correct, even though it affects him negatively (although slightly) ;-) As a final note: while I'm in the "warm fuzzy" giving mood, I thought we handled this situation well. Here's a thought: I think it might be prudent to have a Rules Committee that was 5 or 7, so that Bob and Gary would not take personal heat for such descisions and after discussion, a vote could be made with no individual held responsible. later Jim X-Sender: rheeter@mailhost.jet.uk Mime-Version: 1.0 Date: Fri, 5 Sep 1997 18:13:11 +0100 To: mas-mgo@pop.lu.se, Bob.Heeter, elam@madness.net, geez@opendoor.com, Bob.Heeter, birwin@mail.gte.net, bill.irwin@gsc.gte.com, geez@opendoor.com, mleung@uclink.berkeley.edu, jpanagos@pacificrim.net, kchang@u.washington.edu, Bob.Heeter, dashorst@nicole.sis.nl, gsb@compupick.com, Bob.Heeter, alex.vickers@utoronto.ca, aubjf@mail.vtx.ch, bbrook@rna.bio.mq.edu.au, demitrius@stuff.liu.se, gsb@compupick.com, ijb@unb.ca, MrZakk@aol.com, MTMGsMax@aol.com From: "Robert F. Heeter" Subject: WCMod: Gamefile transmission errors Hi Moderators - Two more rules issues to discuss: #1: Number of allowed errors We are thinking about suggesting that we allow 5 minor rules errors in Round A, instead of just 3. Some of our players are having more trouble getting the rules right than we expected. Does anyone object? (Now that we have the rule about major vs. minor errors, there's less need to be concerned about rules errors screwing up a game and going unpenalized, too.) #2: What if a player sends the wrong gamefile? In a couple of games we've discovered a bit of a loophole in the rules. We often have the situation where a player sends an unplayable gamefile. It transmits and uncompresses fine, but either it's not the right turn, or it's the wrong game, or something. In that case you back the game up and charge them with a rules error. No big deal. But what if the player takes his turn and then accidentally sends the wrong gamefile from sometime during his turn before he finished his move? This situation has come up twice now, and both times we made the official ruling that as long as the gamefile was valid - the right turn of the right game properly sent - it should be played. But both times there was a sense that this is a harsh penalty for a trivial mistake that has nothing to do with a player's ability as a Warlord. On the other hand, we don't want players to be able to deliberately send the wrong gamefile, because that could be used to get extra time. ("Oh wait, that's the wrong one. I'll send the right one in a minute, or maybe tomorrow, heh heh...") Finally we came up with a compromise, and it goes like this: *** Incorrect Gamefiles: If a player sends in an invalid gamefile, (wrong turn, wrong game, not compressed right, etc.) the game will be suspended until a valid gamefile is sent, and a rules-error point will be assessed against the player for delaying the game, since the delay might have been intentional. If a player sends a valid gamefile, then it should be played. But if the player realizes that an incorrect file was sent (say a file from before the move was finished), the player can say in effect "Oops, I made a gamefile transmission error" and re-send the gamefile if they wish. This is only allowed if (a) the next player hasn't sent their turn through the Remailer yet, (b) no player has sent an "archive" (diplomacy) message since your turn report, and (c) the next player's turnaround time hasn't expired yet. If a player re-sends the gamefile they will still be penalized with a rules error - but it might be worth the price! *** Discussion: In other words, if you screw up, and you realize it before the next guy's move goes by, you have the right to call out "Oops!" and set things straight, if you feel it's worth the cost of a rules error. But you have to do it quickly, before the next player's move goes through, before any player sends an archive message (and thus shows signs of making diplomatic plans based on your existing gamefile), and before the next player reaches a timeout. Other players are *not* expected, or required, to point out when you've made an "Oops!", but if they wish to do so, they may. It's still a rules error for you to resend the gamefile, but at least they've been nice enough to tell you. Also, if a gamefile is resent, it should go as a "noarchive" message, and then the moderator should do a suspend-and-revive or similar trick to get the next player's time limit reset. (Alternatively, the player involved can set the game back to their own turn, take the rules error penalty, and send the new gamefile and new turn report in the usual way.) This choice of rule has the same advantages as the original rule - it doesn't rely on any players to be "nice", and it doesn't make your opponents feel like mean bad guys for enforcing the rules, either. It's slightly more complex than the "screw up and die" attitude of the earlier "any valid gamefile must be played" rule, but I think it's a lot friendlier, especially to our less experienced players who are almost guaranteed to make file-transfer errors at various times. I think we'd all rather see players get slaughtered because they had no Warlords skill than because they didn't ZIP the right gamefile! (Players would be really annoyed if they lost a hero or valuable ally because they sent the wrong gamefile!) This is the same penalty that gets assessed if a player sends entirely the wrong gamefile, so it's consistent with that part of the rules too. ******* end of discussion **** ** Robert F. Heeter (Bob) | Email: rheeter@pppl.gov / rheeter@jet.uk ** ** PPPL/JET Collaboration | Phone: 609-243-2856 (PPPL Office S222) ** ** Fusion Energy Researcher, Princeton Plasma Physics Laboratory ** ** http://FusEdWeb.pppl.gov http://www.princeton.edu/~rfheeter **

The John Harrison memorial note about movement:

Movement becomes critical in games played using the tournament rules. You will need to keep very close track of who can attack you and who you can attack. But the automatic movement tool in the game doesn't always compute the shortest path. Consider this a warning not to rely on the movement tool to decide whether or not your heroes are safe! For instance, it is often shorter to take a city and go through it, than to go around it, and the movement tool doesn't consider this. (John, after being caught cheating in a game by reverting, decided to see how Warlords would play if everyone could revert, and thus began the Experiment game, which eventually led to the current tournament rules. He has since left the 'net.)

Assorted comments from Dirk, with responses:

Date: Sat, 21 Jun 1997 16:59:56 +0100
To: Dirk Pellett 
From: "Robert F. Heeter" 

>When a walking army is in navy form, sitting on bridge terrain, and gets
>attacked, does it *defend* as a navy?  Is it the same in W2 and W2D?  I
>always thought it defended as a navy (strength 4), at least in W2.

Nope, they defend as ground units in open terrain. [...]

>"Navies revert to their normal, on-the-ground army strengths when
>attacking a ... ground unit on a bridge."  Not in my experience!  If a
>unit is a navy, it stays a navy after and DURING the battle, even when
>attacking something on a bridge.  [...]

The navy continues to move as a navy, but it *fights* as a ground
unit.  If you look carefully in the battle screen during the battle,
you'll see that none of the units have the little blue water-splashes
that mark them as navies.  We're sure of this.

>Does a navy receive hero bonuses when a flying hero attacks or defends
>with it?  It is stated both YES and NO in two places in your web pages.
>The stack display in W2 says YES, but battle results seem to say NO.

The answer is no:  navies don't get any bonuses of any sort.
The Web pages have been fixed.

>"A neutral city with only 1-2 builds has a no defensive bonus" it says.
>Does a neutral city *really* have a defense of 0 or 1, NOT 1 or 2 like
>Warlords itself says when you right-click on the city? [...]

The manual says that the defense bonus of neutral cities is halved,
and we looked into it and discovered that the fractions were rounded down.
Again, we're sure of this.  

>Is a temple and stronghold and ruin *really* +2 city bonus, contrary to
>the manual?  Is this considered a bug in Warlords?

Which manual says they aren't +2?  I confess this is one that we
haven't tested, because all of us read that they were +2 in the manual.

>Do the heroes *really* not add like Warlords (and the manual, and email
>from Gregor Whiley to me) told me?  Only the *strongest* hero counts,
>plus the command items?  If I had a stack with 5 heroes all adding +1,
>with 3 scouts, would the scouts be slaughtered by an elephant, when I
>expected to feed them elephant steaks for dinner?  This contradicts the
>manual, the game display, and the word "from the horse's mouth".  (Would
>the scouts be strength 1, or strength 5?)

This one I'm absolutely sure about, because I did the tests myself.
I took two +2 heroes and gave them a stack of troops, and then
set up a battle where they should have won easily if they were
netting +4, and where they would lose if it was only +2.  I ran
the battle several dozen times and they clearly lost.  I was stunned too.

What does add are the hero command *items*, not the strength-based bonuses.

One reason why it has taken us so long to get ready for the tournament
and to get the various versions of WarBOT ready is because we've found
a lot of strange bugs like this, and our policy has been "Warlords is
as Warlords does", so we've had to really revise WarBOT to match the
quirks of the game rather than the straightforward stuff in the manual.

>I'm very surprised (and disappointed) that the "Fortify" bonus adds even
>when the stack is attacking.  I would consider this a bug in Warlords
>that WarBOT should ignore, except the matter has apparently already been
>decided without me.

We argued about that for a while.  This was another one that I distinctly
remember testing, because the results surprised me too.  But the
fortify bonus *does* apply on defense as well as offense.

For a while we agreed with you that we should write WarBOT to be
"the Way Warlords Ought to Be", but then we found a number of battles
where it was virtually impossible for the attacker to get the
"logical" results, because the quirks in Warlords skewed the odds too
much.  So we went with "Warlords is as Warlords does" because we didn't
want players to have to spend hours reverting to get "WarBOT" results
that Warlords doesn't like.

>But that brings up another point: compensating for 'bugs' in Warlords,
>like when it turns your flying heroes into navies after a battle, or
>when it zeroes your movement points for flying units stacked with some
>disembarking navies, or when it penalizes human players attacking in bad
>terrain but never penalizes computer players in the same terrain.  If it
>is possible to run the battle over water without the hero, reverting the
>game enough times to obtain the result WarBOT expects *with* the hero,
>it is *legal* to do so in order to keep your hero out of a boat?  Is it
>called 'compensating for a bug in Warlords' or is it called 'cheating'?

The results you get at the end of the battle have to be the results
you'd get if you fought the battle with the units you claim to fight it
with.  If you actually fight with the hero, the hero ends up as a navy,
so you'd better have a naval hero afterwards if you claimed to fight
the battle that way.  Remember that all the other players have the
ability and the right to try to replicate your battle results.
We don't particularly care how you get those results, but if
they aren't what they should be and someone catches you, then we'd
be likely to call it cheating, or at least a rules error.

>When the hero with a flight item fights first over the mountains, I'd
>call that a BUG in Warlords, and killing the hero over the mountains
>without killing everything else first could be considered cheating by
>taking advantage of a bug -- or it could be (and apparently is) allowed
>because that's the way Warlords runs the battle.  Well, so Warlords runs
>the battle by dropping the flying hero into a boat, too, so is it still
>cheating to compensate for *that* bug?

Again, "Warlords is as Warlords does."  The bugs are a part of the game
and have been for years, so you have to play *with* them.  BTW, about
1/3 of the hero killings in the playtesting games were heroes that were
flying over water or mountains and exposed because the ally had to
fight last.

In the end, all players have equal opportunity to know what the bugs
and quirks are, and although it makes the game a bit ugly and complicated
because it doesn't always do the intuitive thing, it's still fair.

>What about the bug that human players can't attack someone sitting in
>a harbor, and can't attack someone sitting on land where they want to
>disembark their navies?  Can you go ahead and run WarBOT, see how many
>armies you would lose, disband the enemy's armies and put yours there?
>If you did, which would it be, cheating, or compensating for a bug in
>Warlords?

Again, that would be cheating, because there's no way you could get
that outcome by actually trying to fight the battle.  There is *no*
"compensating for a bug" in the tournament.  Either Warlords allows
it, or it doesn't.  Remember that the first fundamental rule of the
tournament is that you can do anything allowed by Warlords when it
comes to playing your own turn, but you can't muck around with other
players' positions in the official gamefile that you send on.

>If I give my armies back the movement points that Warlords cost them for
>attacking in terrain they could normally dance through, is that cheating
>or is it compensating for a bug in Warlords?

Cheating.

>If I give my armies back the movement points they shouldn't have had to
>spend to walk around allies instead of attacking "through" them like
>computer players can do, is it cheating, or compensating for a bug?

There are no allies in the tournament, so this situation never comes
up, but if it did, what you propose would be cheating.

>Is it legal to sail your boats on up into the mountains beside a city
>using their sea movement points?  I expect the answer is yes, but this
>is also arguably a bug in Warlords.

Wow, I've never tried that one.  I've seen navies fight their way
out of cities onto land, fight as ground units, and then remain navies
until their next turn, but I've never seen navies in the mountains.
Again, if Warlords allows it, it's allowed.  The bugs are part of the
game, and most players are used to playing with them.

>Since the rules specify exactly how much gold you're allowed to get from
>a ruin, is it legal to simply hack the data file to give yourself the
>maximum, or do the rules require that you revert umpteen times until you
>settle for what you get?  On my machine, it takes about 15-30 seconds to
>revert from a saved game (depending on number of armies, I suppose).  On
>a faster machine, someone who could revert far easier is likely to get
>more money than I have the patience to get.

Editing the gamefile is still illegal in all cases.  I only clock
about 20 seconds/revert and I've had no trouble getting within
100 gold of the ruin limit and within 200 gold of the stronghold limit.
If patience becomes a problem we might lower the limits a bit.

That said, I have to confess that if you were careful not to get
too much gold, and you were careful about the editing, you could
probably get away with it.  There's no observable difference between
reverting for 10 minutes until you receive 1712 gold at a ruin,
and receiving 1200 gold immediately and then nudging the high-order
byte up by +2 to give yourself the extra 512, for a total of 1712.
I suppose you might save 5 precious minutes the second way, but
only in the first case are you absolutely sure that you won't be
screwing up.

If we see someone who routinely gets 1800 on the nose, we'll be
very suspicious, though.

X-Sender: rheeter@mailhost.jet.uk Mime-Version: 1.0 Date: Fri, 29 Aug 1997 09:00:05 +0100 To: mas-mgo@pop.lu.se, Bob.Heeter, elam@madness.net, geez@opendoor.com, Bob.Heeter, birwin@mail.gte.net, bill.irwin@gsc.gte.com, geez@opendoor.com, mleung@uclink.berkeley.edu, jpanagos@pacificrim.net, kchang@u.washington.edu, Bob.Heeter, dashorst@nicole.sis.nl, gsb@compupick.com, dlp@armory.com, Bob.Heeter, alex.vickers@utoronto.ca, aubjf@mail.vtx.ch, bbrook@rna.bio.mq.edu.au, demitrius@stuff.liu.se, gsb@compupick.com, ijb@unb.ca, MrZakk@aol.com, MTMGsMax@aol.com From: "Robert F. Heeter" Subject: WCMod: Rules Violations and Penalties Hi all - I maybe the simplest and best solution is to think of rules violations like this: (1) Simple mistakes. These are minor errors which can be fixed (backing the game up a little if necessary) without affecting the course of the game after they are fixed. These are things like minor turn report omissions, battle odds miscalculations, and the usual careless errors that we're all used to. There is a limit on how many of these mistakes are allowed; let's say 5 in Round A and 3 in each round thereafter. But there is no penalty for an individual error. (2) Major mistakes. These are errors which cannot be fixed without affecting the course of the game. The prime example is Dirk's case of a player sending a third diplomatic message. Messages cannot be un-sent, so this is a mistake that can't be fixed. At the moment such mistakes are likely to happen just because players are still learning the rules. But once Round A starts, I suggest we use these rules: * A major mistake is counted as a rules arror as in (1). * The first major mistake results in the loss of a timeout. * Any subsequent mistakes result in the subtraction (at the *end* of the game) of one city from the player's final city count, or one turn from the players survival time (if they're wiped out). * Any repetition of a previous mistake is a two-city penalty. * A third repeat of the same mistake is considered cheating. Although the "subtract one city" penalty represents a larger city fraction in a smaller scenario, it's likely that the rules mistake had a bigger effect on the game too. If I send a third diplomatic message telling my ally how to take an extra city, that's a bigger effect in a 20-city map than an 80-city map. (3) Cheating. These are rules errors which cannot be attributed to ignorance or stupidity. Examples are editing the gamefile, generating invalid battle reports (fudging the probabilities), and repeatedly making the same mistake as though one didn't know better. In this case the issue should be decided by all the moderators, and the penalty is expulsion from the tournament and automatic rejection from future Warlords gaming activities. (1) and (3) are essentially the same as the current rules. (2) is the new addition which recognizes Dirk's key point that some rules errors cannot be fixed, and are more serious than the rules errors we're used to seeing. How does this grab you guys? I think it's a lot simpler than the point-scales that have been proposed (which I would hate to ask players to study), but it still conveys the same idea of a sliding punishment scale. -- Bob ** Robert F. Heeter (Bob) | Email: rheeter@pppl.gov / rheeter@jet.uk ** ** PPPL/JET Collaboration | Phone: 609-243-2856 (PPPL Office S222) ** ** Fusion Energy Researcher, Princeton Plasma Physics Laboratory ** ** http://FusEdWeb.pppl.gov http://www.princeton.edu/~rfheeter ** Just to wrap things up a bit on the Rules Errors stuff: At 11:59 am -0400 8/29/97, Elam T. Birnbaum wrote: >I accept this new rules. You are right, the table of penalties is simply >too much for people to have to remember, and we already have quite a few >rules for them to keep track of. Just a few questions; > >1) Do we keep track of minor or major errors on a per game basis or once >for the tournament? For now, just do it per game. >2) Does the "repetition" of a mistake include the same mistake made in >another game? With all histories public after a round is over, you can see >if that player made thatmistake before but is feigning ignorance in the >next round. I don't think we should go out of our way to see if anyone made the same mistake earlier, but I think if we notice it and it's clearly not an accident, then we can consider it a repeat. (But with 4-6 months elapsing in between, it's possible that someone could legitimately have forgotten again, too, so we have to be careful.) >3) Does the moderator of the game decide whether a potential major mistake >is reversible and if so consider it a minor error? For example, if the >moderator believes that a third diplomatic message did not affect the game, >he could consider that a minor error. Or is this decision made by the >moderator group in the same way that they convene on potential cheats? If it's an obvious call you can make it on your own, but I think for anything that's not obvious, it doesn't hurt to bring the situation up with the group. Not only do you get better advice, but everyone else shares the learning experience of figuring out what to do, so that when we have similar problems in our own games, we can figure things out more easily.


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