Tournament Rules

General

  1. These rules apply to the World Championships of Diplomacy of 2010, held at WorldDipCon XX from August 19-22, 2010 in Den Haag, The Netherlands.
  2. Any ruling done by the Tournament Director (Frank Oosterom) is final, even in case it contradicts any rules stated in this document. The TD will always have in mind a way to make the games run as smooth, fair and transparant as possible at all times, so please bear this in mind if the TD decides against your favor or opinion.

Tournament Structure

  1. The tournament will consist of five rounds, including Top Board. The tournament schedule will be as follows:
    Round 1 - Friday, August 20, 10:00-14:00
    Round 2 - Friday, August 20, 16:00-20:00
    Round 3 - Saturday, August 21, 10:00-14:00
    Round 4 - Saturday, August 21, 16:00-20:00 (including Team Round)
    Round 5 - Sunday, August 22, 10:00-14:00 (including Top Board)
    Ceremony - Sunday, August 22, 15:00
  2. The seven players with the highest total score after the first four rounds will qualify for Top Board. The results of a player count as follows for this score:
    1st best score Ð 100%
    2nd best score Ð 100%
    3rd best score Ð 65%
    4th best score Ð 35%
  3. After round four, the seven highest players will be ranked according to their results based on rule 4.
  4. Then, in descending order pf rank (1-2-3-4-5-6-7), players are asked either to choose a power or pass to the next ranked player.
  5. The last ranked player MUST choose a power.
  6. Repeat the procedure according to rule 6 and 7 until there is no more power left to choose.
  7. If more than one player has the highest amount of SC's at the end of the Top Board game, the winner of the game will be the player who chose his/her power last.
  8. The winner of the Top Board game will be the World Champion of Diplomacy in 2010.
  9. Players who played on the Top Board will receive a 10% bonus on their overall score.
  10. The rest of the final results will be determined by the sum of the five best results of each player. Every one of these five best results will count equally for the final result.
  11. Teams consist of three players.
  12. Every game is played until a player has reached a solo or a draw is forced either by time (after 1908 has been played) or votes (secret and unanimous).
  13. The scoring system will be Square System, where survivors in a game will score points according to the following formula:

    c2+4c+16

    The points are then normalized to represent a percentage of the total points scored. Eliminated players will score 0.1 point per game year they survived until elimination. A solo scores 75 points for the winner and 0.1 point for all other players for each game year until the solo or per game year they survived until elimination.

Draw Proposals

  1. Each player can make one draw proposal per game. A draw means the game is stopped and the last center count will be calculated as rule 14 prescribes. The player who proposes cannot vote against his own proposal. Each vote must be secret and unanimous and under supervision of the TD. Only players that still have supply centers on the board can vote in a draw proposal.

Deadlines and Orders

  1. Deadlines are centrally timed and will run continually (drop dead), i.e. 16 minutes for Spring and 14 minutes for Fall moves.
  2. If a player has handed in no orders, this is interpreted as run orders (no moves received) for all his/her units. The units do not support each other but can be supported by units of other powers. Obstruction of handing in orders is a violation which can lead to disqualification for the round or the tournament.
  3. After each deadline has passed one of the players will read out the order. First his/her orders will be read by another player. Another player will cross out the orders with a marker and a third player will carry out the orders on the board. In case of a dispute or a misunderstanding the TD must be asked for a ruling. Again, all TD decisions are final.

Power Assignment

  1. The major powers are assigned by means of a computer programme. This programme will assign a power to each player at random for the first round. In the second and third round the programme will assign powers to players such that:
    · no player plays the same major power twice
    · every player gets opponents he/she has not yet played against in an earlier round if possible
    · remaining rulings can be applied as the TD considers necessary.
  2. If a board remains with less than 7 players (the so-called Ôreserve board'), the number is attempted to complete up to 7 by means of players on other boards who are prepared to sit out or play on 2 boards. A player who plays 2 boards, gets the two scores for that round and 10% bonus on their total qualification score. If no volunteer(s) step(s) forward, the player(s) who registered last for that round will have to sit out with no bonus.
  3. For Top Board assignment see rules 4 to 8.

Writing orders

  1. The use of standard abbreviations for an area is recommended. Each player gets a map with the abbreviations that are generally accepted. Players can also write the entire names for regions.
  2. Orders which are vaguely written, but are subject to only one explanation are carried out according to that explanation. (e.g. F Pir - Bre: the official abbreviations for Picardy is Pic, but here the only possible order is related to the fleet in Picardy).
  3. If a unit has no order this is treated as a no moves received (NMR).
  4. It is not necessary (but recommended) to indicate if a unit concerns an army or a fleet, except during the construction phase.
  5. It is not necessary to indicate the major power of a unit, when a unit of another major power is convoyed or supported.
  6. Orders for withdrawing are written down first and afterwards are shown and carried out at the same time, directly after carrying out the movement phase. See rule 18 for carrying out orders.
  7. Build and disband orders are written down first (even if these are unambiguous) and then shown and carried out at the same time, directly after carrying out the movement phase or developing the retreats. See rule 18 for carrying out orders.
  8. During the carrying out of orders and during the phases to withdraw and building or disbanding units negotiations are prohibited!
  9. It is not permitted to hand in orders for another major power, neither verbally or on paper.
  10. If several orders for the same unit have been given, this is treated as a NMR.
  11. If a build order has not been written or incorrectly, then the unit cannot be built and therefore shall not be built.
  12. If a disband has not been written or incorrectly, then a unit is removed according to the following rules: 1) unit which is most distant from an occupied supply center is removed, 2) fleets before armies, 3) in alphabetical order of area (Z first, A last).
  13. Hold, H or xxx all give to a unit a hold order. Therefore A Bel-H does not mean that the unit goes to Holland, but continues to stand!
  14. A fleet movement does not need a coast designation in its written orders unless it's ambiguous. If the order is ambiguous and the coast is not mentioned, the order is interpreted as a hold order! (e.g. F Bla-Bul is unambiguous, but F MAO-Spa is ambiguous because both coasts of the area can be reached from MAO).
  15. A convoy order does not need to mention the used route. (e.g. A Lon-Bel, F Eng C Lon-Bel, F Nth C Lon-Bel. If one of both fleets gets disbanded or destroyed, the convoy can take place by means of the other fleet).

Tips and observations

  • Time is limited! Negotiate fast and to-the-point!
  • Don't stay too long in conversation with one opponent, but grant other players the chance to talk with you and your opponent(s).
  • Continue to talk with everyone: it is notable if you discuss only with one opponent.
  • Begin every phase with writing down your present units and possibly your orders before talking with your opponents. This way you prevent that you have a shortage of time. You can always change your orders till the moment you hand them in!
  • Think in advance about disband orders after considering possible retreats and/or builds. These must be given directly after the phase, without further negotiations. Thereby the time for the next phase runs already! Your opponents will not be grateful if you shorten their negotiation time by thinking very long about a build order. If you take too much time for this, the TD can be asked to intervene and according to rule 24 carry out the order!
  • Do not try to be a comedian during the carrying out of the orders. The time for the next phase is already running, therefore take care that adjudication is carried out quickly and uncomplicated.
  • If you have any questions about the rules feel free to ask the TD or an experienced (possibly neutral) player. We are all more than willing to help you out with any obscurity in the game.
  • Whatever happens: REMAIN FRIENDLY! Even if you're the victim of the most brutal or sneaky stab, always realize: IT IS JUST A GAME! Take care that you are a gladly seen player for the next game.
  • And finally: HAVE FUN! This is the main idea of games and Diplomacy is no exception.