House-rules for the Game: The Test of Vorbis
Version 1.0, 07/31/98
- 1.Standard Rules
- i.Standard Diplomacy rules apply, except as indicated below.
- ii.The House rules will not be changed once the game has started, unless extraordinary circumstances arise.
- 2.Submitting Orders
- i.Orders must be sent to the GM at the email address stated at the foot of this document. For convenience, please put the game name in the subject line.
- ii.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, however, is acceptable proof of receipt.
- iii.Format of orders:
- 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 - Province2
- A Province1 Supports [Martian] A Province2 [Hold]
- A Province1 Supports [Martian] A Province2 - Province3
- F Province1 Convoys [Martian] A Province2 - 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"
- Province names should either be specified in full or given their standard abbreviations.
- If an order does not specify a coast where it is required, that order will be void.
- iv.If a set of orders contains syntactical errors or ambiguities, they will be returned to the player with the errors/ambiguities outlined, and must be resubmitted. Note that this does not mean that tactical errors will be pointed out, however obvious or stupid!
- v.Should a player be experiencing difficulty getting email to the GM or other players, an alternative means of communication should be established. For this reason, it is usually a good idea to let at least one other player or the GM have a telephone number where you can be reached.
- 3.Deadlines
- i.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, deadlines will be 3-4 days for a move, 1-2 days for a retreat, and 2-3 days for an adjust. The first phase may get a longer period.
- ii.If a player fails to get their orders to the GM by the deadline, a message will be posted to the afpdip mailing list to this effect, CC'd to the player. A grace period of 24 hours will then be allowed for the player to submit their orders.
- iii.If orders have still not been received when the grace period has expired, the power will NMR for that turn (all units hold), and control of the power will be transfered to the first reserve player. In the absence of a reserve player, a request for a replacement will be posted to afpdip-announce.
- If no replacement has been found one week after announcement, the power will be placed into Civil Disorder as per Section XIV, Paragraphs 3 & 4 of the Diplomacy rules.
- iv.If all players submit orders before the deadline then the move may be processed early. A player may specify "Hold until deadline" if that player does not want their orders to be carried out until the deadline. A recommended practice is to get conditional orders in as soon as possible; this avoids NMRs.
- v. A player may ask for a reasonable extension to a deadline at any time prior to that deadline. For the sake of the other players, however, one would request that reasonable notice be given. If a player is to be away for an extended period then the player should ask the reserve player to cover for them, or they should seek a replacement. Note that requesting an extension does not mean that that extension has been granted.
- 4.Errors
- i.The GM is a human being, and is therefore prone to getting it wrong. If a player feels that an error has been made in the adjudication of a move, they must inform the GM immediately either by private email or through afpdip. If the GM agrees that an error has been made, the turn will be reprocessed. If a further phase has subsequently elapsed before the error is pointed out, the turn will not be reprocessed, and all units will stand unaltered.
- ii.The move will not be reprocessed due to player error, either tactical or syntactical. It is assumed that all players have a copy of, and are familiar with, the rules of Diplomacy.
- iii.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.
- 5.Draws
- Players can propose a draw at any time by suggesting such to the GM, who will notify the other players and call for a Yes/No vote to be submitted with the next set of orders due.
- i.Draws will include all survivors and must be voted on unanimously by all remaining players.
- ii.The GM will manage all votes. All votes will remain anonymous.
- 6.Miscellany
- i.The GM reserves the right not to accept someone into a game, or to ask someone to leave.
- ii.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 exception described above in section 4.iii.
Important email addresses for Vorbis:
Grand Exquisitor (GM) and his Bursar (co-GM): vorbisge@yahoo.com


opyright e.m.h, 1998