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  1. Here are further details on how to play this PBEM game. Please read them
  2. carefully. I still need to adjust the map file and we can start when I'm
  3. ready.
  4.  
  5.  
  6. - In a nutshell, a PBEM is played like a normal board game session, but all
  7. communication is done using mail and every player keeps their local game
  8. state.
  9.  
  10. - The moderator runs the game, selects random factors and decides in case of a
  11. problem (but I'll generally look for consensus, especially given that I am
  12. also one of the players).
  13.  
  14.  
  15. Communication:
  16. ============
  17.  
  18. - All public communication is done using mails, sent to all other participants
  19. (and possible CC/BCC to oneself). Whenever such a mail requires a reaction
  20. from another player (e.g. it is not that player's turn), that player will
  21. send another mail to all players as a reply to the original mail
  22. (reply-to-all). If another player's reaction is required in turn, that player
  23. will proceed by replying similar to the preceeding player's mail, etc.
  24.  
  25. - Private communication is of course sent only to the relevant player(s). If
  26. it is needed to send a private message to the moderator (orders in the
  27. planning phase, house card for combat, etc.), the player will send a mail as
  28. a reply to the mail that requires it (mail asking for players, mail about the
  29. battle, etc.). If it's not necessary to send the message privately (e.g. the
  30. other player has already announced sending their house card for a battle), it
  31. is possible to send the information also as a public message.
  32.  
  33. - Whenever a player sends a private message to moderator that is required by
  34. the game (orders, house card for battle), that player will also send a public
  35. mail (as a reply to the same mail the private mail replies to) announcing
  36. that the information has been sent. This way it will be easy to see which
  37. players are still required to send their message.
  38.  
  39. - Players can communicate with each other during the entire game without any
  40. limitations.
  41.  
  42. - Whenever you want to send a private message to the moderator when it is not
  43. required directly by the game (such as sending an order in advance), make
  44. sure to use a clear mail subject ('Turn 2, Stark order for Cracklaw Point')
  45. and, if possible, send it as a reply to a mail to which it logically belongs.
  46.  
  47. - Whenever you receive a mail that requires a reply (e.g. a private message
  48. from another player asking for peace), always at least acknowledge receiving
  49. the mail, even if you are not interested in actually replying anything.
  50. Otherwise game may be slowed down by players waiting for answers that would
  51. not come.
  52.  
  53. - If you will be unable to answer mails for a longer time (let's say more than
  54. 2 evenings), please announce this in advance if known.
  55.  
  56. - This is a game, so you're free to roleplay in your mails and threaten,
  57. insult, etc. (within decent limits of course).
  58.  
  59. - I'd like to point out again that you should try to send your mails properly
  60. (proper subjects and properly replying to the right mails). Whenever these
  61. instructions ask you to send a mail as a reply to a specific mail, make sure
  62. to reply to that mail and not e.g. to the last mail you have received. Each
  63. mail sent internally records to which mail it replies and mail software uses
  64. this information to group mails (that may not be the case if you use webmail,
  65. where presumably all your mails are shown as a list). If you send your email
  66. incorrectly, you risk that my email client will place it according to the
  67. information and I may read it inadvertedly thinking it is a separate
  68. discussion.
  69.  
  70. - If you want to send a mail to the moderator which you want to be read as
  71. soon as possible (e.g. asking about rules), either use an obvious subject
  72. that will make it read it, send the message also to my player email and
  73. preferably, if possible, simply use a public mail to all.
  74.  
  75. - Just like it is forbidden to show secret information (placed orders, chosen
  76. house card) to other players during a normal game (which of course applies
  77. here as well), it is also forbidden to show other players private
  78. communication with other players. If you want to tell a player what you've
  79. found out from another player, you need to write it yourself in your own mail
  80. and not forward or copy&paste from the original mail.
  81.  
  82.  
  83. Orders:
  84. =====
  85.  
  86. - When sending in orders in the planning phase, it is recommended to list all
  87. your territories and the order for each of them (or 'no order'). Also sum up
  88. your star orders. Example:
  89.  
  90. Cracklaw Point - March +1 *
  91. White Harbor - no order
  92. Moat Cailin - Consolidate Power*
  93. Winterfell - March 0
  94. * (used/available) : 2/3
  95.  
  96. - It is not necessary to place orders to all territories, as with PBEM the problem of seeing other players' orders in advance does not exist.
  97.  
  98. - When actually executing an order, specify clearly which order is to be
  99. executed and which units will perform it. If a battle will result from the
  100. order, specify also preliminary attack strength. For example:
  101.  
  102. Cracklaw Point - March *1 :
  103. one knight to Harrenhal
  104. one footman stays
  105. one footman attacks King's Landing, initial attack strength 2
  106.  
  107. - Explicitly mention whether a power token is left or not when leaving a territory (helps not to forget about it).
  108.  
  109. - It is possible, in order to speed the game up, send you instructions to the
  110. moderator in advance (e.g. if one player still has to make a move before it's
  111. your turn, but you expect it will not affect you). It is also possible to
  112. send more complex instructions (e.g. "my house card for the battle is XYZ, if
  113. I lose, units retreat to ABC"). Use separate messages for separate advance orders, so that moderator does not get to see the second one too early.
  114.  
  115. - Any instructions can be changed by sending new ones, until they become valid
  116. (moderator announces them publicly or next player announces their move).
  117.  
  118.  
  119. Miscelaneous:
  120. ===========
  121.  
  122. - If you spot any mistake during the game, point it out as soon as possible,
  123. so that it can be fixed quickly with as little problems as possible. The same
  124. with any other problems related to the game.
  125.  
  126. - If you have any questions, ask.
  127.  
  128. =====================
  129.  
  130.  
  131. Encryption:
  132.  
  133. At http://infoencrypt.com it is possible to encrypt and decrypt any text using a password.
  134.  
  135. BTW, such encryption is the tool that would be used in the style of play not
  136. based on trusting the moderator. A battle for example would look like this,
  137. when house cards are to be selected:
  138. - Player A encypts the name of their card, posts it the encrypted result
  139. publicly and keeps the password.
  140. - Player B announces the card publicly.
  141. - Player A announces the card publicly too and provides the password for
  142. checking (and can already also resolve the battle, unless player B has the
  143. blade).
  144.  
  145. Resulting encrypted text has length depending on the length of the input text, so add random text in order to prevent guessing content from length of the result.
  146.  
  147. Use strong random passwords such as 'gsaw2q5gswt3yh3' and save them somewhere locally.
  148.  
  149. Wildling cards:
  150.  
  151. - random player encrypts shuffled names of all cards using a different password for each of them, provides the results with matching passwords to moderator (who does not decrypt them back of course). Moderator shuffles them again, and keeps them private as the wildling deck. Whenever a player needs to look at the top wildling card, moderator provides the top item and the player decodes it using the accompanying password.
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