by Robert Rehbold
(inspired by Jamie Drier)
1. The standard rules apply except when noted below.
2. General idea: Every player must plan ahead for one move or more, i.e. a season is processed only if every player has entered phased moves for the next similar season (i.e. for the spring retreat to process every player must have already submitted his/her fall moves and retreats; for fall moves to process every player must have already submitted his/her fall retreats, winter adjustments and spring moves).
3. At game start all players must submit their spring and fall moves as well as their fall retreats simultaneously (no retreats spring 1901) before the spring moves may be processed. This is the only time when players may enter non-phased orders.
4. The games may be NMR or NoNMR. NMR phased games process and the missing phased orders are replaced by hold orders when they are due. NoNMR phased games just have to wait for a replacement to issue the missing phased orders.
5. Assuming the game is played on a “judge”, the GM has to “set wait” in every season to make sure that the neccessary phased orders are in. He/she should also save the phased orders to prevent cheating by players who change their orders afterwards.
6. Players caught cheating are banned from the game, blacklisted, tarred, feathered, you-think-of-it-they-have-it-done-on-them :-). Of course the turn is replayed with the cheater’s power being in CD.
7. Practical considerations to relieve the GM of massive control of wildly branched phased orders may lead to setting up two games for each one played: One into which the GM *forwards* the players phased orders (and to which the players have access only as observers) and one dummy game for negotiation purposes.