| A Game on the Standard Map with a little twist − the rules continue to change! After each movement season, the GM will randomly determine a number from 1 to 10 and toggle some of the flags in the game depending upon the roll. The table of rolls is: - Press becomes White and Partial. When turned on, all other press flags will be turned off.
- Press becomes TOUCH_PRESS. When turned on, all other press flags will be turned off.
- Press becomes FAKE PRESS. While turned on, all other press flags will be set to WHITE and PARTIAL.
- VENETIAN is toggled. When this happens, other flags will also be toggled as a consequence (read the rules under VENETIAN)
- HOME_BUILDS is toggled.
- GARRISON will be toggled.
- NO_RETREAT is toggled.
- COASTAL_CRAWL, COASTAL_CONVOY, and PORTAGE_CONVOY are all toggled.
- WEAK_BOUNCES is toggled.
- All powers SHIFT!. The most exciting flag, now carried over from the previous chameleons. Immediately, before any retreat or adjustment phase, powers are shifted. This is done manually with help from the JDK. This can only happen if your power has one or more units to command in the following movement phase. To prevent a power with zero supply centers from being rotated, I will check before issuing the SHIFT. More details follow below about how SHIFT works.
Each roll will be kept for four movement phases without repeat. This means, if the same roll repeats itself it will be re−rolled. This keeps the game changing in more interesting flavors. This applies to SHIFT so you know you can't be rotated more than one time per four movement phases. It also applies press flags too, so expect press rules to change more frequently. Press: Because the game starts off with zero flags toggled, it starts in NO_PRESS mode. Orders: Because this game has zany rules, movements will be due each Monday, Wednesday, and Friday evenings after 22:30 EST. Retreats and adjustments are allowed any other day of the week except Sunday which is off. This allows me to make the "roll" each Monday, Wednesday, and Friday evening at approximately 22:30 EST on a normal schedule. You will be notified after each phase what the result of the roll was in a broadcast message. In the event of a late player, I simply will make the roll as soon as I can but keep in mind that I'm not watching the game 24/7. ROTATE in more details: On a (10) roll, all powers will shift. I will randomly determine by a coin flip whether the powers rotate alphabetically downward or upward. The table below explains the shift rules further. I decided to try it this way since when you ROTATE, you still have a good chance of going back to your original power whereas before you basically said good bye for the whole game. | This Power | <−− upward | downward −−> | This Power | | AUSTRIA | .. becomes .. | ENGLAND | | ENGLAND | .. becomes .. | FRANCE | | FRANCE | .. becomes .. | GERMANY | | GERMANY | .. becomes .. | ITALY | | ITALY | .. becomes .. | RUSSIA | | RUSSIA | .. becomes .. | TURKEY | | TURKEY | .. becomes .. | AUSTRIA |
Disclaimer: ROTATE does *not* create a FAIR GAME situation. You may be about to win and then be rotated out of your seat. It also creates a bias in Diplomacy press. Please remember that you have been warned! If you are considering joining please consider my house rules: - Please read the rules for each of these flags before signing on! This game will likely have three or four of these flags on at the same time.
- If you abandon this game without explanation, you're automatically on my blacklist without any 'strikes' because replacing a power in this game takes months. This is not fair to the other players who pay for your lack of commitment.
- Make use of SET ABSENCE if you are going to be away and can't make a move.
- If you sign on, expect to be very patient and wait. This is a complex game and as such only attracts the true hard core players.
The rolls for this game were: - S1901M: 9 − weak bounces enabled.
- F1901M: 8 − coastal, portage convoy and coastal crawl enabled.
- S1902M: 7 − no retreat toggled on
- F1902M: 2 − Touch press enabled
- S1904M − 4 − VENETIAN toggled on
- F1904M − 10 shift up
- S1905M − 6, garrison enabled
- F1905M − 7, no retreat toggled off
- S1906M − 5, home builds enabled
- F1906M − 1, WHITE and PARTIAL press enabled
- S1907M − 9 Weak bounces enabled
- F1907M − 3, fake press enabled
- S1908M − 2 TOUCH_PRESS enabled
- F1908 − 6, Garrison removed
- S1909 − 4 VENETIAN dropped
- F1909 − 10 shift (up)
- S1910 8 coastal, portage convoy and coastal crawl disabled
- F1910M − 2 TOUCH_PRESS disabled
- S1911M − 1 WHITE and PARTIAL press enabled
- F1911M − 4, Venetian toggled on
- S1912M − 7, no retreat toggled on
|