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Murky's House Rules

These are the rules which I operate under when GM'ing a game. Feel free to email me regarding them at
  1. Standard Dip rules apply, except as indicated below.
  2. These rules will apply to all games I GM unless the game is labelled as deviating from these rules in some way (e.g. the 'Newbie' game was a 'No Grace' game)
  3. Deadlines will be set roughly according to a schedule announced at the start of the game. There may be variances to this due to outside commitments.

    Unless otherwise specified at the game start, deadlines will be 3-4 days for a move. 1-2 days for a retreat. 2-3 days for an adjust. The first phase may get a longer period. This may be altered if Real Life intervenes, but it won't be speeded up unless players agree.

  4. Early orders are encouraged. Early orders avoid NMRs
  5. If all players submit orders before the deadline then the move may be processed early. A player may specify "please hold until deadline". If the players so indicate, a game can be run so that the move isn't processed until the deadline as a matter of course. However, this must be agreed before the game.
  6. If I notice an error I will notify the player - however, the final responsibility for error checking will be the players.
  7. Order Format. Orders should be submitted for ALL of a power's units, even if holding. Each unit should have an order in a format akin to one of the following:
    • A Province1 Hold
    • F Province1 moves to Province2
    • A Province1 Supports [Martian] A Province2 [Hold]
    • A Province1 Supports [Martian] A Province2 moves to Province3
    • F Province1 Convoys [Martian] A Province2 moves to Province3
    The country of ownership of units being supported or convoyed should be specified if they belong to a foreign power.

    Note that it is assumed that a supported unit is holding unless otherwise specified,

    • i.e. "A Vie S A Bud" = "A Vie S A Bud Hold"

    Acceptable synonyms for actions are as follows:

    • * Hold = "H"
    • * Move = "-"
    • * Support = "S"
    • * Convoy = "C"

    So the above become:

    • A Province1 H
    • F Province1 - Province2
    • A Province1 S [Martian] A Province2 [H]
    • A Province1 S [Martian] A Province2 - Province3
    • F Province1 C [Martian] A Province2 - Province3

    Province names should either be specified in full or given their standard abbreviations (I prefer the using the most abbreviated form possible):

    • A Pro1 H
    • F Pro1 - Pro2
    • A Pro1 S [Martian] A Pro2 [H]
    • A Pro1 S [Martian] A Pro2 - Pro3
    • F Pro1 C [Martian] A Pro2 - Pro3

    Note that in all of the above, I consider the information in square brackets to be optional, but I recommend the inclusion of this information for clarity. Note: Don't include the brackets!

    • F Cly-Liv is not ambiguous.
    • F Edi-Nor is ambiguous.
    • F Liv-Nor is NOT ambiguous.
    For maximum clarity use the standard abbreviations. The type of unit SHOULD be specified - but if the type unit is incorrect then the move will go through as if the unit were correct - as there's only one possible legal interpretation. For maximum safety, type out the province name in full. The coast should be specified to avoid all ambiguity. In the above vain, F Bar-StP would be processed as F Bar-StP(nc), but F MAO-Spa would be ambiguous, and hence void. Get into the habit of specifying coasts.

    Similarly, a simple mispelling will be corrected (e.g. A Kei-Den) with a note usually going to the player informing them of the action, orders will not be interpreted as ambiguous because of a typo like this. Where a spelling mistake introduces an ambiguity, impossibility or illegibility then the GM will not be able to make the correction - and where noticed in time the player will be asked to clarify. Where a typo takes the form of a valid alternative order then the order will be executed as written. Remember, whilst the GM CAN and WILL comment on the technicalities of orders (where noticed) the GM will refrain from commenting upon any strategy, no matter how tempting it is to point out a stupid move!

  9. Communication should not take place during a retreat phase between players who have retreats to order and any other players.
  10. The GM may send reminders before deadlines, but the player should NOT rely upon these. it is not the GM's responsibility to chase players.
  11. A player may ask for a reasonable extension at any time. However, one would request that reasonable notice be given. If a player is to be away for an extended period then the player should seek a replacement. The GM has the final say on what is "reasonable" in the above situation. For example, a request at short notice when the player could have foreseen the need may be deemed not reasonable. Requesting an extension does not mean that the extension has been granted. Having said that most extensions have been granted in the past.
  12. If, after a grace period, a player misses a deadline then the GM will process that move as an NMR, no moves requested. All the players units will stand. If the player misses a retreat phase then the GM will disband units. If the player misses an adjust phase, then they will not get any builds - or will have units disbanded at random - as the game requires.
  13. If a player NMR's then the GM will wait 24 hours. If the player is not heard from within that time then the GM will consider the position abandoned and seek a replacement. Until a replacement is found that power will be in Civil Disorder. Abandoning a game is not likely to endear you with future GM's - if you must leave, try to find a replacement, or at least let people know in advance.
  14. The GM will confirm all orders received. If you don't receive a confirmation within a reasonable time, then assume that your orders have not been received and resend them. Proof of sending is NOT proof of receipt. The confirmation message is acceptable proof of sending orders in the event of an NMR.
  15. The move will not be processed again due to player error. The move will not be processed again in the event of player comms trouble. To do so would open the game up to cheating. It is recommended that a method of communication is established with someone else who can get a message to the GM in the event that you have comms trouble.
  16. If the GM has made an error, which the player can point out, then where possible the move will be reprocessed. Only the latest move will be reprocessed - it is regrettable, but the game will not be wound back five years!
  17. In the event of a dispute between player and GM, the GM will seek advice of three afpdip members who are not involved in the game. Their decision is final - the GM and the player will abide by it.
  18. The house rules will not be changed once the game has started, unless extraordinary circumstances arise. If the need arises for an alteration then the GM will look at the "common sense" clause below! (This file, however, may be modified for future games)
  19. Players can propose a draw at any time (via the GM). Draws will by DIAS, "Draws include ALL survivors". Any draw must be agreed by unanimous vote.
  20. The GM will manage all votes. All votes are anonymous. A no vote is counted against the proposal (e.g. against the draw, against the change in GM etc.) Only players who still own units and supply centres can vote.
  21. The GM reserves the right not to accept someone into a game, or to ask someone to leave.
  22. In the event of an occurrence not covered by these house rules, the GM will use his discretion. The GM's decision is final, with the caveat described above, regarding GM/player disputes.
  23. Any game related mail sent to the GM will be considered fair game for post game analysis (unless the mail is labelled 'for your interest, not for publication post game' or some such thing.) Game related mail will NOT be commented on by the GM to the player (other than to acknowledge receipt), or intentionally disclosed to another person during the game. Players are invited to entertain the GM by explaining their devious schemes as they go along.
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