With 6 votes FOR and no votes AGAINST, I enact "Teammate Participation":
{{
Amend rule 7 by appending the paragraph:
{
A Contestant CAN by announcement grant (or revoke) authorization to a
teammate to submit or change orders for eir country.  On a contestant’s
request, the Gamemaster SHALL inform em which orders have been submitted
for eir country, and by whom.
}
Amend rule 22 by replacing “If a player” with “If a country”.
Amend rule 23 by replacing "As part of eir Fall orders, each player”
with “As part of its Fall orders, each country”.
Amend rule 24 by replacing "If a player leaves the game or otherwise
fail to submit orders” with “If a Contestant leaves the game, or eir
country otherwise fails to submit orders”.
}}

The new text of the rules is as follows:
{
6. The game SHALL be conducted on a map mechanically indistinguishable
from that appearing at [2]. The Gamemaster SHALL assign Great Powers to
Contestants according to an equitable and random method.

7. Contestants may seek the assistance of non-Contestants. If any do so,
they SHALL notify the Judge and publicly announce the identities of any
such non-Contestants and what assistance they will provide. This could
include negotiating on eir behalf, providing feedback on orders, or
drafting proposals on eir behalf. Any notifications given under the
former section 7 of the Birthday Tournament regulations are considered
to have fulfilled this section of the Diplonomic 2020 rules.

A contestant CAN, by announcement, cause a person who consents to become
or cease to be eir teammate, provided the person is not another
contestant or the teammate of another contestant. Designating someone as
a teammate is considered a notification that the teammate may assist the
contestant in any manner. When these rules provide for certain
contestants to win by a certain method, the Gamemaster CAN include their
teammates and SHALL do so unless it is eir opinion that extraordinary
circumstances render it against the best interest of the tournament.
Teammates are encouraged to lie to and cheat other teams, and SHALL NOT
engage in any behaviors outside of the tournament intended to influence
its course; however, they SHALL NOT betray their teams.

A Contestant CAN by announcement grant (or revoke) authorization to a
teammate to submit or change orders for eir country.  On a contestant’s
request, the Gamemaster SHALL inform em which orders have been submitted
for eir country, and by whom.

8. During the negotiation or order-submission periods, any Contestant
CAN submit a proposal to change these rules privately to the Judge.
Before the beginning of each turn, the Judge SHALL publish the texts of
all proposals submitted during the previous turn.  The Judge SHALL NOT
reveal the identity of the submitter.  Players CAN vote a proposal so
published, or withdraw/change their votes, by submitting their votes
privately to the judge, only during the turn immediately following that
proposal's publication by the judge.

The judge CAN and SHALL resolve all proposals on which voting closed at
the end of the previous turn, before the next turn, but only after
resolving moves and unit adjustments for that turn. As an exception to
the previous sentence, if the enactment of a proposal would interfere
with the Judge's ability to ensure the smooth running of the game in
accordance with these rules, then the judge NEED NOT resolve it, so long
as e publishes an explanation of the problem. E resolves the proposal by
publishing the number of votes in favor of it; if the proposal has
received a number of non-withdrawn votes in favor greater than half the
number of Contestants, it is enacted, otherwise it fails.  The Judge
SHALL NOT reveal the votes of specific Contestants.  If the text of the
rules changes, the Judge SHALL publish the new rules text before the
start of the next turn.

9. If in the past three game-years, no province has changed ownership,
the Gamemaster CAN declare the game a draw, with 2 days notice,
concluding the Tournament and announcing all remaining Contestants as
winners.

11. There are two types of units: Armies and Fleets.

12. All units have the same strength.

13. There can only be one unit in a province at a time.

14. At the start of the game, each Great Power controls three supply
centers, with the exception of Russia, which controls four. These are
allocated according to the table shown in the official rules.

15. At the beginning of each turn, there is a period, lasting from 0:00
UTC until 24:00 UTC on the same calendar day, in which negotiations
should occur. Following this, there is a period until 12:00 UTC on the
following day, during which orders CAN be submitted privately to the
Gamemaster. The next turn will begin at 24:00 UTC on that day, by which
time the Gamemaster SHALL have resolved the orders, according to the
rules as they were at the end of the ordering period and announced the
new state of the game. Orders CAN be submitted during the negotiations
period and can be changed at any time when orders could be submitted.
Each set of orders should specify what eir units will do and how they
will retreat and disband if necessary. When appropriate, orders should
also contain conditionals for the creation and destruction of units.
Orders should specify unit type, one or more provinces, and an action.

16. Each turn represents six months of time. The first turn is called a
Spring turn and the next a Fall turn. After each Fall turn, each Great
Power must reconcile the number of units it controls with the number of
supply centers it controls. At this time some units are removed and new
ones are built, as specified in these rules. After a Fall turn, if one
Great Power controls 18 or more supply centers, all other Contestants
cease to be Contestants.

17. There are four possible orders: Hold, Move, Support, and Convoy. Not
giving a unit an order is interpreted as ordering it to hold.

A Hold order orders a unit to stay where it is.

A Move order orders a unit to move to a different province. Armies can
only move onto adjacent inland or coastal provinces. Fleets can only
move to adjacent water or coastal provinces. A Move order making use of
a Convoy must specify what Convoy paths it will use or conditionals to
determine such.

Support orders help another unit's action, whether or not it is a unit
of the same Great Power. An Army or Fleet can provide support to another
Army or Fleet. Support can be offensive or defensive. A unit cannot
support an order to or on a province which the supporting unit could not
move to itself.

A Convoy order orders a fleet in a water province to move an army from
one coastal province to another. All fleets that have convoy orders
listing the same source and destination provinces are "participating" in
that convoy, with the exception that if a fleet is dislodged, it is not
participating. A convoy is successful if the army in question makes a
move order consistent with that convoy, and the fleets participating in
the convoy form an unbroken chain connecting the two coastal provinces.
(Extra participating fleets / multiple chains are okay.) When a convoy
is successful, that army's move order, and any support orders for that
move, are interpreted as if the source and destination provinces were
adjacent: for example, if the destination province holds one unsupported
unit with a Hold order, and another army is supporting the move into the
destination, then the move succeeds and dislodges that unsupported unit.

18. Bulgaria, Spain, and St. Petersburg have separately identified
coasts, between which fleets cannot move. If Fleets occupy adjacent
water provinces, an Army can be convoyed through all these water
provinces on one turn, landing in a coastal province adjacent to the
final Fleet in the chain.

19. If two units of equal strength or which are equally supported are
trying to occupy the same province, all remain where they began. If two
or more equally supported units are ordered to the same province, none
of them can move. If two units are each ordered to the province that the
other occupies, neither can move. If a move is successful, the attacking
unit moves into the province to which it was ordered. If the unit that
was attacked had no orders of its own to move elsewhere, it’s defeated
and dislodged from the province. The dislodged unit must retreat or be
disbanded.

20. A unit moves with its own strength combined with all of its valid
supports. Support is cut if the unit giving support is attacked from any
province except the one where support is being given or if the unit
giving support is dislodged.

21. A country can’t dislodge or support the dislodgment of one of its
own units, even if that dislodgment is unexpected. An attack by a
country on one of its own units doesn’t cut support. A convoyed Army
doesn’t cut the support of a unit supporting an attack against one of
the Fleets necessary for the Army to convoy.

22. A dislodged unit must retreat to an adjacent province. Retreats
can’t be convoyed or supported. If two or more units are ordered to
retreat to the same province, they all must be disbanded. If a country
fails to order a retreat when necessary, the unit is disbanded.

23. A country controls a supply center when one of its units occupies
that supply-center province after a Fall turn has been played and
completed. Once a country gains control of a supply center, it can leave
the center vacant and still keep control of it, as long as that center
isn’t occupied by another country at the close of a Fall turn. As part
of eir Fall orders, each country adjusts the number of units it had to
match the number of supply centers it controls. If a country has fewer
supply centers than units, it must disband the excess number of units.
If a country has more supply centers than units, it can place new units
in each unoccupied supply center of its home country that it still
controls. All provinces can build armies, but only coastal provinces can
build fleets.

24. If a Contestant leaves the game or eir country otherwise fails to
submit orders on a given Spring or Fall turn, the Gamemaster SHALL
attempt to replace em with a new Contestant, but if this fails, it's
assumed that eir government has collapsed. Eir units all hold in
position, but don’t support each other. If they’re dislodged, they’re
disbanded. No new units are raised for the country. If a country in
civil disorder has to remove units, the units farthest from the country
are removed first. If units are equally distant, then remove Fleets
before Armies and then in alphabetical order by the provinces in which
they’re located.

25. Where these rules are silent, the Gamemaster CAN make use of the
official rules or eir own common sense to ensure smooth play. The
Gamemaster SHALL, no later than July 10, publish the assignments of
Great Powers and announce the day on which the game will begin.

29. All Contestants and other involved participants SHOULD use the
"[Diplonomic 2020]" or "[Attn. Gamemaster]" or "[@ Gamemaster]"
signalling to draw attention to emails relating to Diplonomic 2020. All
Contestants and other involved participants SHOULD, when requested,
include advisors and other assistants in communications with specific
other participants.

[2]https://upload.wikimedia.org/wikipedia/commons/a/a3/Diplomacy.svg
}

Please submit proposals for the next turn.
-- 
----
Publius Scribonius Scholasticus, Herald, Referee, Tailor, Pirate
Champion, Badge of the Great Agoran Revival, Badge of the Salted Earth
  • BUS: [Diplonomic 2020] ... Publius Scribonius Scholasticus via agora-business

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