Index Previous Next

2  GENERAL RULES


2.1  GAME START   The number of players in each game depends on the map used (see start positions in section 12). Players are allocated to countries in order of arrival (when you sign up for a game you get a free choice of the countries that are still available). If there are fewer players than countries then the rest will be operated as "dummy players" under computer control. The startup turn is sent out only when the game is ready to start (so there may be a delay during which you hear nothing).

2.2  THE GM   The "GM" (Games Master) is the person responsible for the operation of the game. In other terminology the GM would be called a moderator, or an umpire. The game is actually processed by computer, but is supervised by the GM. The name of your GM is given in the game report.

2.3  ADDRESSES   The correct address to which you should send your instructions for the game is given in the game report. A list of addresses for the other players is given out at the start, but it's up to you to keep track of any subsequent changes of address and make sure that other players are able to contact you (if you wish). See paragraph 1.9 (player messages) for the simplest way of keeping players informed of your movements. Phone numbers are not given in the game start information. If you wish to give out your phone number then use the player message system.

2.4  DEADLINE   The GM will set a deadline for each turn. You orders must arrive on or before this deadline (always BEFORE the deadline for faxed orders). Games are normally run on the deadline day and are posted the same day. If your orders arrive late then they are set aside. If no orders arrive from you for the next deadline then your late orders are used instead. If new orders do arrive then your late orders are discarded. Under no circumstances will two sets of orders be processed together. If you miss a turn you cannot make it up.

2.5  MISSED ORDERS   If you miss a deadline the computer will write a set of orders for you. This "missed orders" routine concentrates on growing your population and defending your borders. It won't attack anyone, but may build armies and move them around if it thinks it can improve your defences. If the computer decides a player has dropped out of the game then the "missed orders" routine expands to become much more aggressive. Dropout countries are likely to make serious nuisances of themselves.

2.6  TURNSHEETS   The turnsheet is used for submitting your orders. Your orders for each turn are written in the form of actions, one action per line on your turnsheet. The actions available are listed in later sections of this rulebook. You have sixteen actions per turn. If you do not use all sixteen actions you may leave gaps (although it would probably be more sensible to use the extra actions for spying, taxing and building armies).
Think BEFORE you start filling in the turnsheet. We recommend you write out your plans on another sheet of paper and transfer the final version to your turnsheet when you're finished. Please try to write your orders as neatly as possible, as we will not correct errors that result from poorly written turns.

2.7  EMAIL ORDERS   We provide a website with forms for entering your orders online (it's at www.softsim.co.uk). This is the quickest, cheapest and most reliable way to send your orders. This website has a log-in procedure (for security) so to use it you will first need to obtain a user name (email your GM to ask for one to be allocated). The rest of the instructions needed are provided on the website itself.
When sending orders via the website, the turn number to give is the one on your turnsheet (ie. the next turn to be played) not the one on the last game report (the turn just played).

2.8  EMAIL REPORTS   There is an option to have your game report sent to you as an email. In order to print out your emailed report once you've received it you'll need to be able to save the file somewhere and run the Windows utility we can provide (it can be downloaded from the website as softsim.co.uk, or it can be emailed to you.). This interprets the printer control codes in the file so that it's formatted correctly.

2.9  MESSAGES   The turnsheet includes a section for player messages, which are published in the game report (for everyone to see). All messages are identified by the computer according to who sent them, and our normal restrictions apply (i.e. keep it clean and fair). For serious negotiationsyou'll find it's better to contact people directly.
You can also use the player messages section to insert your phone number or email address into the roundup section of the game report (permanently). Simply address the message to PHONE or EMAIL and keep it short.

2.10  TURN CREDITS   Unpaid turns are not mailed. Turn credits in hand are shown on the front of your player report, along with any discounts available. Discount turns are added automatically, but only when you buy turns in batches of ten or more. Discounts from one game won't appear in another game automatically: you need to let the GM know where you earned the discount and which games it need to be assigned in.