DATC

DIPLOMACY ADJUDICATOR TEST CASES

Copyright: Lucas B. Kruijswijk

HISTORY OF CHANGES

VersionDateNameChange
1.02001-August-31Lucas B. KruijswijkFirst public version
1.12001-August-31Flooey X. McBobAdded Test Cases 2.C, 4.E (renumbered following)
1.22001-September-3Lucas B. KruijswijkAdded Test Cases 2.C, 4.A, 4.B, 4.C, 4.D (renumbered following)
1.32001-November-18Lucas B. KruijswijkMajor update. Processed review comments from
Brian Roberts, Andrew Rose, Rick Desper, Simon Szykman and Millis L. Miller
1.42001-November-24Lucas B. KruijswijkAdded comments of Allan B. Calhamer on issue II.D
2.02003-December-13Lucas B. KruijswijkMajor update. Comments collected during year processed. Adjudication algorithm added. Chapters rearranged. Some small changes in preferences. Choices of issues now numbered instead of bulleted.
2.12003-December-16Lucas B. KruijswijkSmall textual changes after comments from David McCooey. Added unwanted support.
2.22004-January-23Lucas B. KruijswijkAdded note on DATC compliancy verification. Added test case 6.D.34, about support targeting own area. Small textual changes.
2.32004-February-6Lucas B. KruijswijkSmall textual changes after remarks from Christian Hagenah. Added version number. Changed license. Note on certification after change. Added issue 4.A.7 and test cases related to this issue. Added test 6.E.15, which the DPTG fails to adjudicate correctly.
2.42004-February-10Lucas B. KruijswijkCorrected test cases 6.G.16, 6.G.17 and 6.G.18.

Reviewed by:

You are free to copy the whole or parts of this document. If parts are copied in another document, you may use those parts as if they are written by yourself. However, if any changes are made to this document, make very clear that it is not the same document anymore.

Diplomacy is the Avalon Hill Game Company's trademark for its game of international intrigue, which game is copyright 1976 by Avalon Hill. Avalon Hill belongs to Hasbro.

TABLE OF CONTENTS

1. INTRODUCTION
2. 2000 RULEBOOK/DATC COMPLIANCY
3. HISTORY OF RULES
4. DISPUTABLE ISSUES
    A. CONVOY ISSUES
    B. COASTAL ISSUES
    C. UNIT DESIGNATION AND NATIONALITY ISSUES
    D. TOO MANY AND TOO FEW ORDERS
    E. MISCELLANEOUS ISSUES
5. THE PROCESS OF ADJUDICATION
    A. OVERVIEW OF ADJUDICATION DECISIONS
    B. PRECISE DESCRIPTION OF MAKING DECISIONS
    C. FROM DECISIONS TO ALGORITHM
    D. SIMPLIFICATIONS AND OPTIMIZATIONS
    E. PERFORMANCE
6. TEST CASES
    A. TEST CASES, BASIC CHECKS
    B. TEST CASES, COASTAL ISSUES
    C. TEST CASES, CIRCULAR MOVEMENT
    D. TEST CASES, SUPPORTS AND DISLODGES
    E. TEST CASES, HEAD TO HEAD BATTLES AND BELEAGUERED GARRISON
    F. TEST CASES, CONVOYS
    G. TEST CASES, CONVOYING TO ADJACENT PLACES
    H. TEST CASES, RETREATING
    I. TEST CASES, BUILDING
    J. TEST CASES, CIVIL DISORDER AND DISBANDS
7 COLONIAL VARIANT
    A. TEST CASES, HONG KONG OPTIONAL RULE
    B. TEST CASES, TRANS SIBERIAN RAILROAD OPTIONAL RULE
    C. TEST CASES, SUEZ CANAL OPTIONAL RULE
    D. TEST CASES, TRANS-SIBERIAN RAILROAD AND SUEZ CANAL COMBINED ISSUES
8 ICE VARIANT
9 CONVOYING COASTAL AREA VARIANT
10 DIFFICULT PASSABLE BORDER VARIANT
11 BUILD IN ANY SUPPLY CENTER VARIANT
12 1898 VARIANT

1. INTRODUCTION

Writing an adjudicator computer program for the game Diplomacy (TM) is not an easy job. Many adjudicator programs contain several bugs on their first release and even after some years, when the most severe bugs were removed, adjudication errors could still be found for more complex situations. To achieve a high quality adjudicator, the programmer has to overcome the following difficulties:

This document is a guide in handling these problems. With this document it is possible to write an adjudicator that is correct for the first release.

The principle of this document is to give the reader information and not to tell the reader how to do things. Therefore, all information is presented as neutral as possible and given with arguments or with reference to the source.

The primary sources of this document are the official English rulebooks. The additional sources are the 1998 DPTG (Diplomacy Players Technical Guide), comments from mister Calhamer (the creator of the game), magazines from the publishers of the game, various articles, discussions and house rules found on the internet.

A scientific approach has been taken to deal with all this information. If there was evidence that a certain idea or opinion is supported by a significant part of the Diplomacy (TM) community, then it was added to this document. This makes this document the most elaborated and complete source on the rules of Diplomacy (TM). Even so, it was not possible to list everyone's individual opinion.

An overview of the official English rulebooks is given in chapter 3. These rulebooks have in certain cases a different ruling and even when the latest rulebook is taken, then still some rule issues exist. These issues are listed in chapter 4 with the alternatives to handle them. An analysis of the process of adjudication is in chapter 5. Writing an adjudicator program is a straight forward job with this analysis. Finally, an adjudicator program needs to be tested in a systematic way and chapter 6 contains an extensive list of test cases with the expected resolution.

In case the rules are not clear on a certain situation, then the alternatives are in the list of issues and in the test cases. To prevent that the reader becomes lost in lots of choices I (Lucas B. Kruijswijk) commented every rule issue. Those comments contain my preference how the rule should be interpreted. In this way the reader can start with these preferences and deviate where he or she wishes. To make a clear distinction between the text that is not disputed and my comments with my preferences, my comments are written in italics. Note however, that my preferences are based on an extensive study on the rules. Although you may dispute them, the choices are certainly very acceptable within the Diplomacy(TM) community.

With the elaborated information about the rules, this document can also be used by people that judge a game manually. The preferences can be used as default house rules in case the own house rules of the judge does not cover a certain topic.

The version of this document consists of two numbers. The first number will change and only change, when one or more preferences changes. The second one, is a sequence number.

In chapter 7 and further variants are handled. Variants are games that follow the rules of Diplomacy with a different map or with some additional rules. The chapters on variants are not complete yet. For instance, Air Units and Machiavelli are not handled yet.

2. 2000 RULEBOOK/DATC COMPLIANCY

Everyone is free to interpret the rules as he or she wants. But people want to know, which rules are used. Therefore, the term '2000 rulebook/DATC compliant' is introduced. An automated adjudicator may call itself '2000 rulebook/DATC compliant' when the following requirements are met:

The idea of the DATC is not to enforce one way of interpretation of the rules. Therefore, you may call an adjudicator '2000 rulebook/DATC compliant' as long as you list the deviations with the specified requirements. However, the adjudicator may not fail on any of the test cases (of course, the results must be according to chosen preferences). Deviations does not need to be listed, when they can be turned off or when it is an extension in a client program that does not change anything when it is not used (for instance choice b for 4.A.6, choice a for 4.E.4 and choice a for 4.E.5).

Developers are considered to be honorable persons and may perform verification by their selves. After an update of the DATC an adjudicator does not need to be retested to keep the status of '2000 rulebook/DATC compliant'.

3. HISTORY OF RULES

Allan Calhamer started the development of Diplomacy in 1953. However the first commercial version was not on the market before 1959. So, the first real rulebook is from 1959.

Games Research bought the rights of Diplomacy in 1960 and their first edition was in 1961. Except from some restyling and the copyright notice of Games Research, the rules of 1961 are not different from the 1959 rules. These rulebooks have many ambiguities and are rather useless. Dealing with the issues of these rulebooks is out of the scope of this document.

Most of the issues of the 1959 and 1961 rulebooks were identified and addressed in the 1971 rulebook. The 1971 rulebook is the first mature rulebook. Since this rulebook has been popular for a long time and maybe still people play according to these rules, the differences with newer rulebooks are all explained in this document.

In 1976 Avalon Hill bought the rights from Games Research. In their first edition in 1976, they kept the rules the same and they only put their own name on the rulebook. In this document, only to the first appearance of a set of rules is referred. That means that the 1971/1976 rulebooks are referred as the 1971 rulebook in this document.

In 1982 Avalon Hill made a new edition of the game and made some small, but significant changes to the rules. These changes include the multi-route convoy disruption rule (see issue 4.A.1), convoy disruption paradox rule (see issue 4.A.2) and some clarifications on convoying to adjacent places (see issue 4.A.3).

In 1992 Avalon Hill they introduced the 'Diplomacy de Luxe' edition. The rulebook was restyled, but the rules are identical to the 1982 rules. The rulebook does also contain a list of abbreviations for the provinces. Since, the rules did not change, the 1982/1992 rulebooks are referred as the 1982 rulebook in this document.

In 1998 Avalon Hill was bought by Hasbro and in 2000 the first Hasbro edition emerged. Note that you can see the year 2000 on the front page of the rulebook, however the copyright notice on the last page says 1999. Some people refer to this rules as the 1999 rules. In this document it is assumed that the front page is read more than the last page and therefore these rules are referred to as the 2000 rules. To make the rules more readable, the rules were completely rewritten. Edi Birsan was the main contributor to this rulebook. Except from restyling, there are also some real changes to the rules. The unpopular 1982 convoy, disruption paradox rule (see issue 4.A.2) was changed again. The issue on convoys to adjacent provinces was further clarified (see issue 4.A.3). Waiving builds is explicitly allowed (see issue 4.D.7) and you can very well interpret the rules in such way that they do not allow the refusal of support by ordering an illegal order (see issue 4.E.1). Also a significant change in the abbreviations of the provinces (note that the abbreviation of 'Denmark' is missing).

Unfortunately there are a few changes in the 2000 rulebook that made things worse than the 1982 rules. A rather minor issue is the removal of units in civil disorder (see issue 4.D.8). In the 1971 and the 1982 rulebooks this was already rather vague, but in the 2000 rules it is really a mess. A more serious error is that it was forgotten to say that a failed convoy due to dislodged convoying fleets, has no influence on the destination province. Page 12 of the 2000 rulebook:

Dislodgement of a fleet in a convoy causes the convoy to fail. If a Fleet ordered to convoy is dislodged during the turn, the Army to be convoyed remains in its original province.

While rule XII.3 of the 1971 and 1982 rules say:

DISRUPTING A CONVOY. If a fleet ordered to convoy is dislodged during the turn, the army to be convoyed remains in its original province and has no effect on the province to which it was ordered.

There are several reasons to assume that the 2000 rulebook was not intended like this and that this must be considered an error in the rules. First of all, Edi Birsan the main contributor to the 2000 rulebook, confirmed that this was not intended. Second, there is evidence in the rulebook itself that the rule should be read as the 1971/1982 rule. The whole page 16 would become unnecessary if convoying armies can still cut support when the convoy is dislodged (there are no paradoxes anymore). But especially the following phrase on that page is clear evidence:

Italy could argue that dislodgement of the Fleet disrupted the convoy so that the Army could not arrive in Naples to cut the support. (Italy could state the rule, "Dislodgement of a fleet in a convoy causes the convoy to fail.")

Since in the research for this document no evidence was found that there is a significant group of people that actually play that a disrupted convoy can still cut support (or bounce another unit), this is not listed as a disputable issue in chapter 4, but just treated as an error and that the 1971/1982 rule was meant.

Finally, there are numerous alternative rulebooks. For instance the rulebook of the variant Colonial Diplomacy. This rulebook is based on the 1971 rules (although the copyright is after 1982) and is discussed in chapter 7. Furthermore there are several translated rulebooks made for non-English versions of Diplomacy. These are not treated in this document. With the 2000 edition also an CD-ROM version was released by Hasbro/Avalon Hill/Microprose. This program has a tutorial for the rules. In the research of this document no additional information could be found about whether this version contains a paper rulebook and if it is any different from the rulebook supplied with the board game. So, obviously this version is not handled in this document and if it exists and it contains the 1999 or 2000 copyright notice, then we still refer to the rulebook of the board game when the 2000 rulebook is mentioned.

As last remark must be said that according to some reliable sources, Allan Calhamer has the right to veto any changes to the rules.

4. DISPUTABLE ISSUES

When playing Diplomacy, there is one golden rule. Making orders public is irreversible. If during a turn someone discovers that the adjudication was wrong, this can be corrected and even when the orders are submitted, the orders can discarded and be rewritten. However, when the orders are made public, the players have shown their true intentions and it is not possible to hide them again.

This golden rule has two consequences. First, when the orders are made public, the adjudication of the previous turn, becomes final. Changing the adjudication of a previous turn, would lead to a big mess. Second, when the orders are made public, a decision has to be made on those orders. This may lead to a serious dispute between the players, when those orders are not clear or the rulebook is disputable on the situation. Therefore, the main focus is on issues related to the pieces on the board and interpreting the written orders (some of them are irrelevant for an automated adjudicator, but are listed nevertheless). So, the problem of assigning powers to the players is not discussed, since this can easily be handled by the players.

The geography of the map is not disputed and therefore not discussed. To surprise to some new players, Norway is connected to St Petersburg both for army as for fleet, but this is not disputed. Although also not disputed, on some maps it is not completely clear, that Liverpool is connected to North Atlantic Ocean and Clyde is not connected to Irish Sea.

The issues in this chapter are not a FAQ (Frequently Asked Question) list, but most frequently asked questions can be found in the test cases. For instance the coastal crawl in test case 6.B.13.

After extensive study of the rules and discussions on the internet, my preferences are finally based on the following principles:

I do not consider any aesthethical arguments. To my opinion, a rule is aesthethical when it is based on the points made above.

4.A. CONVOY ISSUES

4.A.1. MULTI-ROUTE CONVOY DISRUPTION

When a convoy has multiple routes, the question rises when the convoy is disrupted.

The following interpretations are possible:

  1. The convoy is disrupted when one of the routes is disrupted.
    This is according to the 1971 rulebook and the DPTG.
  2. The convoy is disrupted when all of the possible routes are disrupted.
    This is according to the 1982 and 2000 rulebook.

The 1971 rule has as disadvantage that a player that has a fleet that is almost certainly dislodged, can give an "unwanted convoy" as in test case 6.F.10. The DPTG avoids this problem by skipping any foreign units from a convoy when there is a route without foreign units. However, this solves the problem only partially. When there is no route without foreign units and there are two routes with each a different foreign fleet, it can not be decided based on the orders whether one of the convoy orders is unwanted (see test case 6.F.11). Probably due to these issues the rule was changed in the 1982 rulebook.

I prefer to use the 1982 and 2000 rulebook (choice b) on this issue, because it prevents the mentioned problems. So, a convoy is disrupted when all routes are disrupted.

4.A.2. CONVOY DISRUPTION PARADOXES

A convoy disruption paradox is a situation with a possible disrupted convoy and for which the rules give no resolution or more than one resolution.

Some people argue that some situations are not convoy paradoxes, since the rules give a resolution for those situations. Hence, for a proper discussion on paradoxes, rule XII.5 of the 1971, 1976, 1982 and 1992 rulebooks and the rule on the top of page 16 of the 2000 rulebook, should not be taken into account in the above definition of a paradox.

In case of a paradox, the smallest subset of orders for which the paradox still exists, is the core of the paradox. In case there are several independent paradoxes on the board, then it is possible that there are two different subsets of orders with the same number of orders. In that case, just one can be taken to proceed. Since the paradoxes are independent it doesn't matter which one is handled first.

The following ways for handling convoy disruption paradoxes are possible:

  1. The 1971 rule about this issue is:
    "If a convoyed army attacks a fleet which is supporting a fleet which is attacking one of the convoy fleets, that support is not cut." This rule has a few drawbacks. The rule does not have a resolution for second order paradoxes (see test cases 6.F.22, 6.F.23, and 6.F.24) and the betrayal paradox (see test case 6.F.18). In some cases it conflicts with the dislodge rule, although, the common interpretation is that this rule takes precedence (see test case 6.F.17). Finally, when multi-route convoys are allowed and when such convoys are only disrupted when all routes are disrupted (note that this is not the case in the 1971 rulebook), it may result to some strange adjudication in some rare situations (see test case 6.F.19).
  2. The 1982 rule about this issue is:
    "If a convoyed army attacks a fleet which is supporting an action in a body of water; and that body of water contains a convoying fleet, that support is not cut. ". The advantage of this rule is that it is a simple and effective rule that eliminates all paradoxes. Compared to other rules that eliminate all paradoxes, it is the easiest rule to program in an adjudicator. However, the disadvantage is that it effects not only the paradoxical situations, but also many other cases. This has as consequence that players can do tricks with this rule to take advantage (see test cases 6.F.20 and 6.F.21). It is also not clear what a "convoying fleet" means. Does it mean a fleet that is ordered to convoy? Or must there be at least an army that tries to convoy? Or must there be a possible route? Finally, as with the 1971 rule, it conflicts with the dislodge rule in some cases, although, the common interpretation is that this rule takes precedence (see test case 6.F.17).
  3. The 2000 rule about this issue is:
    "A convoyed Army does not cut the support of a unit supporting an attack against one of the fleets necessary for the army to convoy." This rule is just the 1971 rule, but adapted for the changed multi-route convoy disruption rule (see issue 4.A.1) which was introduced in the 1982 rulebook. This has as advantage that it leads to more logical adjudication in case of multi-route convoys (see test case 6.F.19). It has also all disadvantages of the 1971 rule. So, the rule does not have a resolution for second order paradoxes (see test cases 6.F.22, 6.F.23 and 6.F.24) and the betrayal paradox (see test case 6.F.18). Also, in some cases it conflicts with the dislodge rule and again the common interpretation is that this rule takes precedence (see test case 6.F.17).
  4. Simon Szykman alternative (reworded):
    "If a situation arises in which an army's convoy order results in a paradoxical adjudication, the moves of all involved convoying armies fail and have no effect on the place where they were ordered to convoy.". This rule was proposed by Simon Szykman in a discussion with Manus Hand in the Diplomatic Pouch Zine (1999, Fall Retreat). Manus Hand defended the 1982 rule. In almost all situations this results in the same adjudication as the 2000 rule. Only in case that the convoying fleet dislodges a unit (see test case 6.F.17) the result is different. However, as said before you must assume that the 2000 paradox rule takes precedence over the dislodge rule in this specific case. If this assumption is not made, then the 2000 rulebook does not have a resolution for this case and then it can be defended that the Szykman rule is compatible with the 2000 rulebook. The advantage of the Szykman rule is that it also has a resolution for second order paradoxes (see test cases 6.F.22, 6.F.23 and 6.F.24). Another advantage is that it works for paradoxes that can occur with convoyable coastal areas that appear in some variants (see test cases 9.E, 9.F and 9.G). A disadvantage is that for determine the involved convoying armies, the paradox core should be calculated. However this is possible as is shown in chapter 5.
  5. The 'All Hold' alternative:
    "If a situation arises in which an army's convoy order results in a paradoxical adjudication, all the moves part of the paradoxical situation fail." This rule is often used as "backup" rule when the 1971 or 2000 fail to give a result. The advantage of this rule is that as in the Szykman alternative, it has a resolution for all paradoxes and also for paradoxes that can occur with convoyable areas. However, there are some drawbacks: In practice the 'All Hold' rule is only used as "backup" rule. However, when this rule is referenced in this document, the rule is considered for all paradoxical situations. Where a situation must be considered paradoxical, as defined in this issue.
  6. The DPTG resolution is a refinement on the 'All Hold' rule. In case the paradox has two resolutions and in one of the resolutions all the convoys of the paradox core are disrupted, then this resolution is chosen. In all other cases the 'All Hold' rule is used. The disadvantage of this rule is that it is more complicated then the Szykman rule and the 'All Hold' rule. Not only the paradox has to be calculated, but also whether the disruption of all convoys is a resolution consistent with the rules. For some algorithms this needs significant additional coding, while the resolutions of the simpler Szykman rule or 'All Hold' rule differ only is some very rare cases.

Several people proposed alternatives for the paradox problem. However, only the suggestions above have significant support from the Diplomacy community. Some people use the principle of 'cause' in their alternative. Where 'cause' can be a direct cause, but also an indirect cause. It is rather unclear what the advantages are of introducing this new notion, while it introduces significant complexity for automated adjudication.

For making a preference it is necessary to decide what is important and what is less important. I think that the adjudication result in case of a paradox is the least important thing, since the paradoxes are a rare phenomenon in actual play and any rule in case of a paradox does not change the balance of the game. However, I think the following is important:

Based on these guidelines, I prefer the Simon Szykman alternative (choice d). It can be enough defended that this rule is compatible with the 2000 rulebook. Furthermore the case which can be disputed on the compatibility of the Szykman rule with the 2000 rulebook, is very theoretically and will not appear in real play. I have the impression that the 1982 rule has never been very popular, since I did not find many house rules that follow the 1982 rule (although I did find some adjudicators that follow the 1982 rule).

4.A.3. CONVOYING TO ADJACENT PLACE

It is allowed to convoy to an adjacent place. This can be used to swap two units (such as in test case 6.G.1). If the units are ordered in such way that a convoy to an adjacent place is possible, the question arises whether the convoy route must be considered or the land route.

It can not just be said that the land route is taken or the convoy route, comparable with the multiple convoy routes rule. The reason for this is that different rules apply in the different situations. If an army takes the land route and the unit on the target area moves in the opposite direction, then there is a head to head battle. While in case of the convoy route there is no head to head battle. If the attacked unit is dislodged by the head to head battle, the attacked unit has no effect on the area from which it is attacked, while in case of a convoy it still has effect (see test cases 6.G.9 and 6.G.10). It is also possible that the convoy route is only available when the land route is taken (see test case 6.G.11). Finally it has a relation with the issue of cutting support by a convoy to adjacent place (see 4.A.4) and the issue of retreat after dislodged by a convoy to adjacent place (see 4.A.5).

For these reasons it must be clear which route is taken at some point during adjudication.

The following interpretations are possible:

  1. The 1971 rulebook does not have a rule that specifies which route has to be taken. The simplest solution is to choose always the convoy route above the land route. The disadvantage of this interpretation is that all kinds of army "kidnapping" are possible. This can result in an unexpected swap (see test case 6.G.2), but also in rather unfair failures of moves with superior power (see test case 6.G.3 and 6.G.4).
  2. In March 1979, Rod Walker clarified the 1971 rules to some extend in the "QUESTIONS & ANSWERS" section of the "THE GAMER'S GUIDE TO DIPLOMACY", 2nd edition. The following can be found:

    11. Q: We think there is a conflict in the Rulebook. These orders might not occur often, but what if they do?

    ENG: F Edi-Nth, F Lon S F Edi-Nth.
    FRA: F Nth C GERMAN A Hol-Bel.
    GER: A Hol-Bel.

    Doesn't the disruption of the convoy prevent the German army from moving?

    A: No. The Rules (VII.1, third paragraph) clearly state that an army may move to an adjacent province if unopposed. In this situation, the convoy order is not relevant to the army's ability to move from Holland to Belgium. Even if the F Nth were German, so that it was clear that the German player intended (for some arcane reason) that the army should move by convoy, Rule VII.1 would still operate to allow A Hol-Bel to succeed if unopposed. Actually, the only time you might expect to see an army convoyed between adjacent provinces is when an otherwise illegal exchange of units is taking place (see Rule XIV.5, third paragraph). Consider this situation:

    ENG: F Edi-Nth, F Lon S F Edi-Nth.
    GER: F Bel-Hol, A Hol-Bel, F Nth C A Hol-Bel.

    In this situation, the German F Nth is dislodged and the convoy is disrupted. The two German movement orders, both still legal, now boil down to a stand-off.
    Given this information, the following rule can be defined: "The land route is taken except when the unit in the target area moves in opposite direction.". This prevents at least the type of kidnapping as in test case 6.G.3, but some unwanted convoys are still possible as in test case 6.G.2 and 6.G.4. An advantage of this rule is that issue 4.A.4 is not relevant anymore and the already theoretical issue 4.A.5 is even more theoretical.
  3. The previous choice can be refined as follows: "The land route is taken except when the unit in the target area moves in opposite direction and there is an undisrupted convoy route.". This means that first the convoy route must be adjudicated, before it can be decided whether the army moves over land or via convoy. The disadvantage is that adjudication is more complicated, because this is the only choice where the decision whether an army moves by convoy can not be decided before the real adjudication starts (see also 5.B.10). However, it is possible to do a proper adjudication, because the units that move in opposite direction do not disturb any other order and therefore the convoys can adjudicated first. A paradoxical situation as in test 6.G.11, does not lead to any issues. This rule prevents the kidnapping for all dislodging purposes as in test case 6.G.3 and 6.G.4, however an unintended swap as in test case 6.G.2 is not prevented. An advantage of this rule is that both issue 4.A.4 and issue 4.A.5 are not relevant anymore.
  4. The 1982 and 2000 ruling.
    The 1982 rules say: "BOTH A CONVOY ROUTE AND AN OVERLAND ROUTE. If an army could arrive at its destination either overland or by convoy, one route must be considered and the other disregarded, depending upon intent as shown by the totality of the orders written by the player governing the army". The "intent" is rather vague. In the 2000 rulebook this is completely rewritten. It is more specific and does not use the term "intent". However, it does follow the principle of "intent" and therefore it is rather common to interpret the 1982 rules as the 2000 rules the same. When in the 2000 rules, one of the convoying fleets is of the same nationality of the army that convoys, then the intent is to convoy. There is still a special case when the fleet of the same nationality indeed orders the army to convoy to the right place, but the fleet is not a part of an ordered convoy path (see test case 6.G.6) or not part of a possible convoy path (see test case 6.G.7). The 2000 rulebook is not clear on this, but the most common interpretation is that when the fleet is part of a possible convoy path, the intent is still to convoy and therefore the convoy path should be chosen. However, if the fleet is not part of a possible convoy path, then the intent is to confuse the judge and therefore the land route should be taken. Furthermore, an impossible convoy order can be treated as illegal (see issue 4.E.1) and in such case it is ignored anyway. When the order for the army contains the words "via Convoy" or "by Convoy" the intent is to convoy. Note that if there is only a land route possible, the intent is unimportant. That means that if the order contains "via Convoy" and there is no possible convoy route ordered, the land route should still be considered (see also test case 6.G.8).
  5. Explicit adjacent convoying.
    The DPTG specifies explicit adjacent convoying. If there is a land route and the order does not contains "via Convoy" or "by Convoy" only the land route should be considered. If the order contains "via Convoy" or "by Convoy" only convoy routes should be considered even when there are no convoy routes.

There are two notations to order an army that it should use a convoy. The "by Convoy" notation is the most common notation, however the "via Convoy" notation is used in the 2000 rulebook. Through this document the notation of the 2000 rulebook is used.

The 2000 rule solves indeed the problem of kidnapped armies. However, the rule is maybe a little too much. It introduces quite a lot of details. Furthermore, in the research of this document a case was found were two players (in a game played with the 2000 rules) wanted to swap, but didn't give the orders properly. It must be realized that a swap with a foreign fleet maybe only happens one out of ten games. If a face to face game takes about six hours, then you need sixty hours of play to have at least one experience with the 'via Convoy' order. So, what is worse? Take also into account that the kidnapping of armies is also fun. I advice that if there is a new edition of the rules that choice c must be considered (after analyzing a few dozen of games on the consequences). For the moment I prefer to follow the rules and that means choice d.

4.A.4. SUPPORT CUT ON ATTACK ON ITSELF VIA CONVOY

A move can not cut a support, if the support is a support of an attack on itself. But what if the move is via convoy (see test case 6.G.13)?

Note, if a convoy to an adjacent place can only take place when the unit moves in opposite direction (choice b an c for issue 4.A.3), then this issue is not relevant anymore. Then the moving unit will take the land route and the support will not cut.

The following two interpretations are possible:

  1. The support is not cut.
  2. The support is cut (DPTG).

The main issue is the interpretation of the word 'from' as used in the rulebook. If 'from' is interpreted as the starting position of the army being convoyed, then the support is not cut. However, if the attack is coming 'from' the body of water, then the support is cut.

This has been discussed on the newsgroup 'rec.games.diplomacy' and on the 21th November 2001 Randy Hudson and Mike Lease gave the following arguments why 'from' should be interpreted as the starting position of the army:

It's not phrased as a clarification of the "cutting support" rule (Rule X) in the 1976 rules. I've now printed out a copy of the 2000 rules from the Hasbro web site, and in the explanation, it offers the example:

France: A Tun-Nap, F Tyn C A Tun-Nap
Italy: F Ion-Tyn, F Nap S F Ion-Tyn

The explanatory text goes on to say that France could argue that support is cut (thus preventing the convoy from being disrupted), citing the rule, "Support is cut if the unit giving support is attacked from any province but the one where support is being given." IOW, since the army is coming from Tunis, it would normally be entitled to cut the support for F Ion-Tyn given by Naples, thereby preventing the convoy from being disrupted. This "new rule" (author's words) gives an exception to that rule, overriding the usual rule and eliminating the paradox. This rule WOULD NOT BE NECESSARY if the army were deemed to be coming from Tyn (the space being attacked). But the author says it IS NECESSARY ("...this rule takes precedence" [over the usual rule that would apply]), therefore, the army MUST be deemed to come from Tun, and this rule exists to provide an exception to avoid paradox. But it only applies to a situation in which a convoy would be disrupted if the support is effective, but not disrupted if the support is ineffective. Therefore, for all other convoys, the ordinary interpretation should be that the army is deemed to come from the province in which it began the turn, and thus an army which can reach a province either via land or via convoy cannot cut support for an action against the province in which it started the turn, whether or not it is convoyed to the supporting unit's province. QED.

Stephen Agar sent this problem to Allan Calhamer (the creator of Diplomacy). Before he got a response he followed up with the arguments of Randy Hudson and Mike Lease. On the 24th of November 2001, Allan Calhamer responded:

Good argument. I had always thought of the Army as coming from its province, not from the body of water, but your correspondent appears to show actual rule support for the proposition.
Best regards, Allan

So, according to the creator the attack is coming from the starting position of the army.

However, you can have also another view on this issue. If you look to support as something that is passing a border, then the support is not cut when the attack and support are clashing on the same border. In case of a convoy, there is no such clash, so it would be more logical to say that the support is cut (choice b). Taking this border point of view, it would be preferred that the choice is consistent with issues 4.A.5 and 4.A.7.

Of course, I follow the interpretation of the creator. Therefore, I prefer that the support is not cut (choice a).

4.A.5. RETREAT WHEN DISLODGED BY CONVOY

In a very rare situation (see test case 6.H.11 and 6.H.12) a unit can be dislodged by a convoy from an adjacent place. Then the question arises whether the dislodged unit may retreat to the starting place of the convoying army.

The following two interpretations are possible:

  1. The unit may not retreat to the starting place of the attacker.
  2. The unit may retreat to the starting place of the attacker when the attack was with convoy.
    This is according to the DPTG.

First note that if issue 4.A.3 is played according to choice c, then this issue is not relevant anymore. If it is played according to choice b, then this is only an issue in the extremely theoretical situation that both units attempted to move by convoy (see test case 6.H.12).

All the rulebooks are ambiguous on this issue. They say first "A dislodged unit must retreat to an adjacent province that it could ordinarily move to if unopposed by other units.". According to this sentence the unit may retreat to the starting place of the attacker (choice b). However, in further explanation all the rulebooks say: "The unit can not retreat to the province from which the attacker came.". For the interpretation of the word 'from' see also issue 4.A.4. This sentence must be interpreted that the particular retreat is not allowed.

Since the rulebooks are ambiguous on this issue, I prefer the option that seems most logical. Since the attacking unit did not pass the border over which the retreating unit wants to go, it is logical that this retreat is possible. So, I prefer choice b.

4.A.6. CONVOY PATH SPECIFICATION

Some popular automated judges require that a path is specified for the army that convoys. For instance:

England: 
F North Sea Convoys A Yorkshire - Belgium
A Yorkshire - North Sea - Belgium 

This way of writing convoys has never been part of the official rules and is also not according to the DPTG. According to some sources this is because the person that wrote the first automated judge, did not know how to write an algorithm that searches for a convoy path and that since then it has never been changed. This is a little bit strange story, since writing an algorithm that searches for a path is much easier then writing an adjudicator. On the other hand the quality of the first version of the adjudicator might not have been that good.

The advantage of path specification is that it might easier to code and that "unwanted" convoys are not possible. There are four types of "unwanted" convoys:

The first three unwanted convoys are not possible with the 2000 rulebook. So, the argument of preventing unwanted convoys is hardly valid.

This issue can be handled in the following ways:

  1. Path specifications are not allowed and if they are ordered then they are ignored.
  2. Path specifications are allowed but not required.
  3. Path specifications are required. The convoy fails if the order does not contain the path.

If path specification is required in a face to face game, this may lead to problems. Suppose that someone clearly intents to convoy, but forgets the path. For instance, England orders York to Holland with a fleet in the North Sea that is ordered to convoy. If path specification is required, then the order from York to Holland without path makes no sense. But, since we do a best effort to interpret the orders, we may still decide that the army is convoyed. If we allow this, then we get all issues related to multi-route convoying back. So, I do not prefer that path specification is required in face to face games (I have not seen any house rules for manually adjudicated games, that require path specification). Since, I prefer that face to face games are played as much as possible the same as postal and email games, and since I prefer that is played according to rules I prefer that path specifications are not required and ignored (choice a). However, for compatibility reasons I can also live when both are allowed (choice b) but only for automated judge systems.

4.A.7. AVOIDING A HEAD TO HEAD BATTLE TO BOUNCE A UNIT

The rulebooks say that if a unit is dislodged, then it has no influence on the area where the attacker came from. Of course, this is only significant when the units move in opposite direction. However, when two units move in opposite direction, they do not necessary be engaged in a head to head battle. It is possible that one of the units convoys. The question arises, whether the dislodged unit can still bounce a third unit. See also test case 6.G.10, 6.G.14 and 6.G.15.

The following interpretations are possible:

  1. A dislodged unit has never effect on the area where the attacker departed from.
    This is the literal interpretation of the rulebook. It can be properly adjudicated, but the adjudication is confusing (see also 5.B.6).
  2. A dislodged unit has only no effect on the area where the attacker departed from, when it was engaged in a head to head battle (DPTG).
    This resolution is more natural, because before the unit was dislodged it was already engaged in a fight with the third unit and bouncing it. From the rulebook point of view, it can be defended by saying that swapping two units with a convoy, is a special rule which makes an exception to the other rules. This exception also includes the possibility of bouncing a unit, even when it is dislodged.

Although choice a is more according to the rulebook, I think choice b is how it is intended. Therefore I prefer choice b. This choice is also consistent with choice b of issue 4.A.5, where we really look what is passing the border, instead of looking where the unit comes from.

4.B. COASTAL ISSUES

4.B.1 OMITTED COAST SPECIFICATION IN MOVE ORDER WHEN TWO COASTS ARE POSSIBLE

If a move order of a fleet to a multi-coast area does not contain a coast where the fleet can move to both coasts, different adjudicators may react differently.

The following interpretations are possible:

  1. The move fails.
    This is according to all rulebooks and the DPTG.
  2. A move is attempted to a default coast.
    Some adjudicators are implemented this way.

The disadvantage of the default coast is, that there is no standard for default coasts and there is no graphical notation to show what the default coast on the map is.

I prefer that the move fails (choice a), because of the disadvantages of the default coast.

4.B.2 OMITTED COAST SPECIFICATION IN MOVE ORDER WHEN ONE COAST IS POSSIBLE

If a move order of a fleet to a multi-coast area does not contain a coast where the fleet can only move to one coast, different adjudicators may react differently.

The following interpretations are possible:

  1. A move is attempted to the only possible coast (DPTG).
  2. A move is attempted to a default coast.
    Some adjudicators are implemented this way.
  3. The move fails.

As I said before I do not like the idea of a default coast. I also do not see the need for specifying a coast when only one coast is possible. Therefore I prefer that a move is attempted to the only possible coast (choice a).

4.B.3 MOVE ORDER TO IMPOSSIBLE COAST

If a move order of a fleet to a multi-coast area does contain a coast but the specified coast is not possible, different adjudicators may react differently.

The following interpretations are possible:

  1. The coast is ignored and a move is attempted to the possible coast.
  2. The move fails.

I do not like the idea of changing an unambiguous order. Therefore I prefer that the move fails (choice b).

4.B.4. COAST SPECIFICATION IN SUPPORT ORDER

The rulebooks clearly specify that a fleet can support another fleet to a coast which it can not reach (a fleet in Greece can support a fleet from the Black Sea to the east coast of Bulgaria). However, it is less clear whether the coast must be specified in the support order. This is one of the most controversial issues. Although the situation is rare because of the limited number of places on the board where it can happen, it is not theoretically and it will happen once in a while.

The following interpretations are possible:

  1. Coast specification is mandatory in support orders and must match. A missing coast specification results in a failed support.
    You can interpret the rules this way, because the rule say that a support order "must match".
  2. Coast specification is mandatory in support orders and must match. In case of a missing coast specification a default coast is taken.
  3. Coast specification is mandatory in support orders and must match. In case no coast is specified, it must be treated as a poorly written order. That means that the support will not fail for this reason if the moving fleet is of the same nationality or can only go to one coast. This is also supported by a statement of the creator Allan Calhamer (see rec.games.diplomacy, august 29th 2002):

    Stephen Agar wrote:

    Allan

    Could you spare the time to give your view on how to adjudicate the following situations - as you can see they all depend on how you treat the coast designations in each situation.

    Turkey: F Con-Bul(ec)
    Russia: A Rum S Turkish F Con-Bul(sc)
    Austria: A Bul Holds

    Turkey: F Con-Bul(ec)
    Russia: A Rum S Turkish F Con-Bul
    Austria: A Bul Holds

    Turkey: F Con-Bul(ec); A Rum S F Con-Bul
    Austria: A Bul Holds

    Many thanks.
    PS. The next issue of Armistice Day is in the post - hope you like the cover!

    Regards

    Stephen Agar

    Dear Stephen: I would consider the supports in the first two cases no good, since I think allies should be in evident agreement on the moves. The support in the third case I would consider good.

    Best regards, Allan
  4. Coast specification is allowed, but not mandatory. If it is specified, the coast must match, otherwise the support is to all coasts.
  5. Coast specification is not possible in a support order. Any specification of coast in a support order is ignored.
    This is according to the DPTG. Some people argue that this is according to the official rules. The 2000 rulebook says that a fleet that can move to a province having multiple coasts can support a move into that province without regard to coasts. Given the statement "without regard to coasts", it might make more sense for a support order to succeed even if a coast is specified but doesn't match. However, you can also argue that this rulebook statement refers to the ability that a support can be given to all coasts, even when the unit can not go to the supported coast and that the statement does not refer to the notation.

I do agree with the concept of mister Calhamer that players should be in evident agreement on the moves. Therefore, I do not like choice e. However, mister Calhamer is a conceptual thinker and not a rule thinker. In the research for this document I found some evidence that automated judges changed the adjudication in favor of choice d after some complains. If the conceptual right choice c of mister Calhamer is compared with the practical choice d, the following two situations must be considered. The first situation with choice c is that a person gives a support to another player, but that support fails because the coast was missing. The second situation is with choice d that a person gives a support to another player without coast specification and the other player betrays and moves to the not expected coast. Both situations are undesirable and must be avoided if possible. However, I consider the first situation far more likely to happen then the second situation. Furthermore in the second situation the support giving player had still the opportunity to avoid the unexpected move by specifying the coast (this is not completely true since the other player could pressure the player to give support without coast, but this is not very likely since that would be very suspicious). Finally, choice d is easier for new players, because the issue does not need to be mentioned and the adjudication is with or without coast specification more or less what they expect. For this reason I consider choice d the most supportive for the game and that is why I prefer that coasts may omitted, but must match when they are specified (choice d).

4.B.5. WRONG COAST OF ORDERED UNIT

How should an order directed to a fleet on the north coast be executed when the fleet is actually on the south coast?

The following interpretations are possible:

  1. The move fails.
  2. Such coast specification is just ignored.

I prefer that such garbage in the orders is just ignored (choice b).

4.B.6 UNKNOWN COASTS OR IRRELEVANT COASTS

How should an order be executed that contains an unknown coast, such as Spain west coast or Brest east coast. And how should an order be executed when the coast is just irrelevant, such as an army movement to the north coast of Spain?

The following interpretations are possible:

  1. The move fails.
  2. Such coast specification is just ignored.

I prefer that such garbage in the orders is just ignored (choice b).

4.B.7 COAST SPECIFICATION IN BUILD ORDER

When a fleet is build in multi-coast area (St Petersburg), the coast must be specified. When the player does not specify the coast, the situation can be handled in different ways.

The following interpretations are possible:

  1. The build will fail.
    This is according to the rulebook
  2. The fleet is build on a default coast.

As said before, I do not like the idea of default coasts. Therefore, I prefer that the build fails (choice a).

4.C. UNIT DESIGNATION AND NATIONALITY ISSUES

4.C.1 MISSING UNIT DESIGNATION

When the designation of the type of a unit (A or F) is omitted, the following could be decided:

  1. The order is invalid (the unit can receive hold support).
  2. The order is still valid.
  3. The order is still valid unless there is another order with the correct designation of the unit (the order with the missing designation is ignored).
    The problem of this choice is that the other order might be unclear for another reason.

Since the order is not ambiguous, I prefer that the order is still valid (choice b).

4.C.2. WRONG UNIT DESIGNATION

When the designation of the type of a unit (A or F) does not match with the actual type of the unit, the following could be decided:

  1. The order is invalid (the unit can receive hold support).
  2. The order is still valid.
  3. The order is still valid unless there is another order with the correct designation of the unit (the order with the wrong designation is ignored).
    The problem of this choice is that the other order might be unclear for another reason.

I think a best effort should be made to interpret the order, therefore I prefer that the order is still valid (choice b). This means that the unit type designation is in fact ignored. You can argue whether the unit type designation has any use. However, if other parts of the order are unclear, the unit type designation might help.

4.C.3. MISSING UNIT DESIGNATION IN BUILD ORDER

A player might forget to specify whether it wants to build an army or a fleet. Such situation can be handled in the following ways:

  1. The build fails always.
  2. The build fails for coastal areas, but an army is build when the build is ordered in a land area.
  3. An army is build in a land area and a fleet is build when the build is ordered in a coastal area and a coast is specified. When no coast is specified, the build fails.

I prefer that a best effort is made. Therefore I prefer that the order only fails when the area is coastal area and the order did not contain a coast (choice c).

4.C.4. BUILDING A FLEET IN A LAND AREA

A player might try to build a fleet in area that can not contain fleets. Such situation can be handled in the following ways:

  1. The build fails always.
  2. An army is build on the specified place.

First of all, I do not consider such order ambiguous. Second, if it has to be changed, there are alternatives. The player may want a fleet on another place or the player may want to waive the build instead. Since this can not be concluded based on the given order, I prefer that the build fails (choice a).

4.C.5. MISSING NATIONALITY IN SUPPORT ORDER

When the designation of the nationality of supported or convoyed foreign unit is omitted, the following could be decided:

  1. The order is invalid.
  2. The order is still valid.
  3. The order is still valid unless there is another order with the correct designation of nationality (the order with the missing designation is ignored).
    The problem of this choice is that the other order might be unclear for another reason.

Note that there are adjudicators that can not parse the nationality in support orders.

Specifying the nationality in support orders is a rule that is often ignored. I prefer that the order is just valid (choice b).

4.C.6. WRONG NATIONALITY IN SUPPORT ORDER

When the designation of the nationality of supported or convoyed foreign unit is incorrect, the following could be decided:

  1. The order is invalid.
  2. The order is still valid.
  3. The order is still valid unless there is another order with the correct designation of nationality (the order with the incorrect designation is ignored).
    The problem of this choice is that the other order might be unclear for another reason.

Note that there are adjudicators that can not parse the nationality in support orders.

I think a best effort should be made. Therefore, the order should just be valid (the second option). This means that the nationality is in fact ignored (choice b). You can argue whether the nationality has any use. However, if other parts of the order are unclear, the nationality might help.

4.D TOO MANY AND TOO FEW ORDERS

4.D.1 MULTIPLE ORDER SETS WITH DEFINED ORDER

If a game is played by email or by post, the game master (or automated judging system) may receive multiple order sets. Of course, if there is a clear what the latest order set is, then the latest order set replaces any previous order sets. However, if the latest order set is incomplete, it could be handled in the following two ways:

  1. All order sets are combined to one set of orders.
  2. All order sets are combined to one set of orders, unless it is clear that the latest order set replaces all earlier sets.
  3. Only the latest order set is considered, unless it is clear that earlier sets must still be taken into account.
  4. Only the latest order set is considered.

In principle this is something that should be handled in the house rules. However, when it is not handled in the house rules, then I think the interests of both players and judge are best served when in principle a new set replaces an old set and only earlier sets are taken into account when it is clear from the order set (choice c).

4.D.2. MULTIPLE ORDER SETS WITH UNDEFINED ORDER

Also in face to face games strange things can happen. When two sets of orders are submitted in a face to face game, then it is probably not clear which order set is the latest one. The following could be decided:

  1. All units hold.
  2. All order sets are combined to one set.

I think a best attempt should be made to interpret the orders. Therefore, I prefer that all orders sets are combined (choice b).

4.D.3. MULTIPLE ORDERS TO THE SAME UNIT

It might also occur that a player orders a unit twice or even more, with at least two orders that are not the same (if the orders are the same, then it should just follow that order). This situation is not covered by any rulebook and only in house rules.

First of all, it should be decided what should be treated as order. This is discussed in issue 4.E.1. Any illegal order should be ignored. That means that if a unit gets a legal and an illegal order, then there are in fact no multiple orders and only the legal order should be handled. This may sound theoretically, but this is exactly what can happen when someone swaps two names in a support order.

The following interpretations are possible:

  1. The first order is used.
  2. The last order is used.
  3. The order is illegal and changed in a hold order (able to receive a hold support)

Note that this is only an issue when the two orders are in the same order set. In case of multiple order sets see issue 4.D.1 and 4.D.2.

A player can have many units (especially in Colonial). In a face to face game it might not be that clear which order is first (if multiple papers are used or when the player uses columns). Therefore, I prefer the last interpretation (choice c). However, for an automatic adjudicator program an other solution might fit better with the user interface.

4.D.4. TOO MANY BUILD ORDERS

It might occur that a player orders too many builds. The rulebooks do not give a solution to this specific situation.

The following interpretations are possible:

  1. All build orders are invalid.
  2. The first legal build orders are used.
  3. The last legal build orders are used.

Note that this is not an issue when the build orders are in different order sets. In case of multiple order sets see issue 4.D.1 and 4.D.2.

I have taken part in a face to face game where this happened. France ordered three builds in 1901 while he was allowed to build only two units. If all builds were denied, then it would not only ruin the game for the player of France, but also for all other players. Therefore, I prefer that the first legal orders are used (choice b). Although, in case of an automatic adjudicator, a other solution might fit better with the user interface.

4.D.5. MULTIPLE BUILD ORDERS FOR ONE AREA

Each area can have only one unit. This makes an order for building both fleet and army in one and the same area illegal.

The following interpretations are possible:

  1. Both build orders fail.
  2. The first build order is used.
  3. The last build order is used.

Note that this is not an issue when the build orders are in different order sets. In case of multiple order sets see issue 4.D.1 and 4.D.2.

Comparable to too many build orders, I prefer that adjustments orders are just executed one by one. So, I prefer that the first build order is used (choice b).

4.D.6. TOO MANY DISBAND ORDERS

Comparable with the situation that a user orders too many build orders, a player can also order to many disband orders. The different rulebooks do not give any answer how to handle such situation.

The following interpretations are possible:

  1. All disband orders are handled according to the civil disorder rules.
  2. The first legal disband orders are used.
  3. The last legal disband orders are used.

Note that this is not an issue when the disband orders are in different order sets. In case of multiple order sets see issue 4.D.1 and 4.D.2.

I prefer that it is handled similar to the situation where too many build orders are given. So, I prefer that the first legal disband orders are used (choice b). Although, in case of an automatic adjudicator, a other solution might fit better with the user interface.

4.D.7. WAIVING BUILDS

The 1971 and 1982 rulebooks are ambiguous about waiving builds. Two interpretations are possible:

  1. Waiving builds is allowed.
    This is according to the 2000 rulebook which explicitly specifies that a build can be waived (page 18: "A country can decline to build a unit that it is entitled to for whatever reason (usually a diplomatic one)").
  2. Waiving builds is not allowed.
    The disadvantage of not allowing to waive builds is that additional rules are required when someone forgets to build

Note that if the game is played by email or by post, it may required that the build is explicitly waived. In this way the waiving of builds can be distinguished from no orders received. This is not an issue in face to face games.

With the 2000 rulebook this is not really an issue anymore. Allowing to waive builds is just a perfect rule. Therefore, I prefer that builds can be waived (choice a).

4.D.8. REMOVING A UNIT IN CIVIL DISORDER

The rulebook specifies which unit must be removed when a country in civil loses a supply center. However, the way it is described allows multiple interpretations.

In the 1971 and 1982 rulebooks, the distance of each unit to the home supply centers must be calculated. The distance must be calculated by "the shortest available route, including convoys". This allows multiple interpretations. Must fleets be available for convoying? And must convoys be calculated as one move?

The 2000 rulebook is even more vague about this. The distance must be calculated to the "country". The term 'home supply centers' is not used. Taking the word 'country' literally means that also some provinces without supply center must be taken into account (for example, Apulia as part of Italy). Furthermore, information how the distance should be calculated is also less clear then the in the 1971 and 1982 rulebooks (the word 'convoy' is not used).

I interpret the 2000 rule just as the 1971 and 1982 rule. There was no reason to change this rule and the change in formulation was probably an attempt to simplify the formulation, with the consequence that the rule became just more vague. Taking country literally instead of home supply centers has some severe drawbacks. First it means that in some cases an unit has to be removed in a home supply center. Second, on some alternative maps the ownership of areas is not drawn. And finally, for automatic adjudicators it would require that they know the ownership of every area. This is currently not implemented and it will probably never be implemented for just the civil disorder rule. I consider the 2000 rules on this issue such a mess, that it is defendable decision to just take the rule from the 1971 or 1982 rulebook.

The following interpretations of 'moves' are possible when calculating the distance:

  1. Fleets and armies may only move regularly and convoys must be counted as one move and there does not need to be a fleet.
    The disadvantage of this interpretation is that many areas get the same distance.
  2. Fleets and armies may only move regularly and convoys must be counted as one move, but the country in civil disorder must have fleets to convoy the army.
    This interpretation introduces a new issue. Should the units be removed one by one or should the distance of all units be calculated first? This interpretation has also as disadvantage that units on islands may have no distance at all.
  3. Fleets and armies may only move regularly and convoys must be counted as one move, but there must be fleets of any country to convoy the army.
    This interpretation has the same disadvantages of the previous interpretation.
  4. Fleets may only move regularly, but armies may also move as a fleet (so, a convoy is not counted as one move, but one plus the number of fleets involved). This interpretation is according to the DPTG.
    The disadvantage of this interpretation is that it is difficult to match with literal text of the 1971 and 1982 rulebook that uses the word 'convoy', since convoys are a single move in a main phase.
  5. The distance is calculated the same for fleets and armies were both units have the abilities of each other. So, fleets can use land areas (coasts are irrelevant) and armies can use sea areas.

First it must be realized that it is sufficient to have an arbitrary result as long as it is a precise defined result. I think that choice a, b and c, in this respect, do not really qualify for this purpose. I think that the intent of the rule was choice d (as the DPTG interpretation) and therefore I prefer choice d. That means that the distance of fleets are calculated by only taking regularly moves, while armies may also move as a fleet.

There is also a complete different way of removing a unit (this is used in some house rules, but is not supported by any rulebook):

  1. If a power is required to remove a unit and no valid order is received, the least recently produced unit that is not at a supply center will be disbanded. This is the first one listed on the reports which will be the one most likely to be furthest away from a home supply center.
    The disadvantage of this rule is that a decision has to be made that is not only based on the situation on the board and the orders, but also the history of the game. In the rulebook there is no obligation to keep track of history. Furthermore, when the least recently produced unit was build together with another unit, then it might be difficult to decide which of the units is the least recently produced unit, since build orders are not always written down (especially when other countries may not build). So, in a face to face game there is no guarantee that this rule can be executed properly.

I do not prefer this alternative, because of the problems to apply this rule in face to face games.

If two distances are the same, then the alphabetical order of the areas becomes significant. This raises the issue of the language that should be used. For instance, a dispute may arise when a non-English board is used, but English versions of conference maps and rules were downloaded and printed from the internet.

I prefer that the English language is used by default. However, if the game is played face to face with one or more physical boards (conference maps and rulebooks not taken into account) and those boards are all in the same language, then I prefer that the language of those boards are used. In such case, a list of English names might not be available. If the game is not played face to face and played completely in an other language then English, then I still prefer that the English language is used. A computer program might have an user interface without any single English word, internally it still may use English names, for instance in a communication protocol. To avoid trouble here, the default language is English and the exception is only with face to face games. Furthermore, in a game that is not face to face, the availability of a list with English names is probably not an issue.

What to do with the alphabetical order when names contain special characters such as spaces, dots and hyphens?

This is probably never an issue. But if so, then I prefer that any special characters such as spaces, dots and hyphens are removed from the name, before determining the alphabetical order.

Finally, it should be mentioned that the full names should be used in determining the alphabetical order and not the abbreviations.

4.D.9. RECEIVING HOLD SUPPORT IN CIVIL DISORDER

When a country is in civil disorder, all its units hold and do not support each other. But what should happen when an other country supports the hold of one of the units?

The following interpretations are possible:

  1. The support fails.
    This means that there is a difference between an unordered unit and a unit of a country in civil disorder. This has as consequence that a new issue is introduced. When is a country exactly in civil disorder? In a face to face game this might not be that clear!
  2. The support succeeds.
    You may argue that this is just according to the official rules. Since a unit that is not ordered to move may receive support to hold.

I see no reason for introducing new issues for this rather insignificant issue. Therefore, I prefer that the support succeeds (choice b). Also, in a face to face game, a support to hold the armies, as an act of good will, might end the civil disorder.

4.E. MISCELLANEOUS ISSUES

4.E.1 ILLEGAL ORDERS

"legal" is one of the most controversial terms in the rules of Diplomacy. Of course, the same counts for the opposite "illegal". This term has two aspects. First its use and consequences and second the definition which orders are legal and which are not. Both aspects can be disputed. About the consequences the 2000 rulebook says on page 3 (rather similar to the other rulebooks):

A legal order must be followed. An order written by mistake, if legal, must be followed. An "illegal" or ambiguous order or an order that is judged to be unsuccessful is not followed. A unit that is given an illegal order (or given no order) must stand in place. (The unit holds.)

In this document this is interpreted that to determine whether an order is legal or not is the first step in processing the orders. Any legal orders are added to the set of orders to be adjudicated, while the remaining is thrown away. That means that illegal orders do not have influence whatsoever.

This is considered a workable and sensible usage of the term 'legal', however some other documents do not use it this way. For instance, in the DPTG illegal orders may still have some effect (an illegal move can not be supported in a hold). It should be realized that with such usage the term 'legal' does not have much meaning other than that the order unconditionally fails.

Although it is now clear how the word 'legal' is used in this document, which orders are legal or not, must still be defined. The most significant question of this issue is, whether an impossible move (for instance A Moscow - York), can receive support to hold. Some argue that it is still a move and therefore the unit can not receive hold support. Other people say that it is an illegal order and those should be treated as a hold. This issue is not only about interpreting the orders, but it has a real consequence for the possibilities of the players. If impossible orders can receive hold support, then it means that a holding unit can not refuse hold support (by ordering an impossible move). This can lead to some interesting tactical situations. See for instance the Diplomatic Pouch, Winter 1995 Adjustments, Library of Diplomacy Tactics, Tactics Problems, Problem 3. However, it should be realized that the situation in the given problem is rather theoretical.

The legality of an order has also minor consequences. For instance, in case an order receives a legal and a illegal order. The illegal order must be ignored, so there is no problem by just accepting only the legal order (see also issues 4.D.3 and 4.D.4 and test case 6.D.28).

Finally, the legality of orders is very important in "no-press games", since illegal orders will be shown as hold orders to other players while legal attempts to move will be shown as they are ordered.

For listing the possible interpretations of 'legal', another term must be introduced. This is the concept of 'valid' orders. A valid order is an order for which a successful attempt can be executed, given all the other orders. More specific, non-matching support are invalid. Non-matching convoy orders or convoy orders that are not part of an ordered convoy route are also invalid. Even so, if a move order requires a convoy and no convoy path is ordered, then the move order is invalid. So, it is quite normal that during the game lot of orders turn out to be invalid. This terminology is consistent with the rulebooks. The 2000 rulebook uses the words 'valid' and 'invalid' first on page 7 in relation with the matching of orders.

Note, that in the definition of 'valid' the word 'attempt' is used. It is not necessary that the order actually succeeds or can succeed. If Portugal is occupied by an army and the Mid-Atlantic Ocean is empty, then a move order from Spain to Portugal can never succeed. However, that move order is perfectly valid.

The following interpretations of 'legality' are possible:

  1. Every order in the right format of an order must be treated as a legal order. Even when the areas of the order are not places on the map (DPTG, although the DPTG uses the word 'legal' differently).
  2. All orders that are in the right format and uses only valid places on the map, are legal.
    So, the names of the sectors are taken into account, but not the geography or the current situation on the board. This interpretation is supported by the "THE GAMER'S GUIDE TO DIPLOMACY", 2nd edition, march 1979 (clarifications of the 1971 rules). Rod Walker wrote in the "QUESTIONS & ANSWERS" section:

    5. Q: What if you get these orders:

    GER: A Mun-Mos, A Ruh S A Mun.
    RUS: A Sil-Mun, A Boh S A Sil-Mun.

    Does the Russian attack succeed?

    A: Yes. Even though the German order was probably meant as a joke, it must be taken seriously, no matter how improbable. It's an order to move and a unit so ordered can't be supported in place -- so A Mun is dislodged.

    Every so often a player will write a humorous or impossible order for a unit which is supposed to be holding. The question is, do you treat the order as an order to move? My inclination is to draw the line this way: an order to move to any space on the board, no matter how impossible, is an order to move within the meaning of Rule IX.6. This would include such orders as A Mun-Mos, A Mun-Switzerland, A Hol-Nth, F Pie-Ven, F StP(nc)-Mos, and so on.

    On the other hand, if the unit is ordered to do some other thing, not involving a space on the board, I regard it as being ordered to hold, and it may be supported in place. Such orders might be: A Mun whistles "Dixie", A Mun-Oz, A Mun loot and pillage, A Mun-Mars (but not A Mun-Mar), and so on. See Spring 1914 in the Sample Game (Section IV) for another example.

    If you wish to avoid such hair-splitting you can always prohibit nonsense orders, but that will take some of the fun out of the game.
  3. Only orders that can be valid in a particular game situation (not necessarily the current situation) must be treated as legal orders.
    So, the geography of the map is taken into account, but not the current situation on the board. This means that a move from York to Holland must treated as a legal move, even when there is no fleet in the North Sea. This has as consequence that armies in land areas can not refuse hold support by doing an impossible move. However, armies in coastal areas can almost always refuse support with certainty by ordering a move that requires a convoy for which the fleets are currently not in position. This interpretation lead to a few tricky situations. It should be realized that a fleet can't convoy and support at the same time. For instance, an order to a fleet in the Black Sea to support an army from Rumania to Armenia, can never be valid and is illegal with this choice (see test case 6.D.31). Furthermore, a move order for a fleet that does not contain a required coast specification (if no default coasts are used, see issue 4.B.1), can never be valid and is illegal. Therefore, such fleet can receive hold support (see test 6.D.30). Finally, when an army wants to convoy to an adjacent place with a foreign fleet and choice d has taken for issue 4.A.3, then the intent to convoy can't be expressed by ordering another fleet to do the convoy. If that convoy order can't be valid, then it is illegal and not capable to express the intent (see test case 6.G.7).
  4. Only orders that can be valid in the current situation are legal.
    So, not only the geography of the map is taken into consideration, but also the current situation of the board. This means that a move from York to Holland is only a legal order when the North Sea is occupied by a fleet. The same tricky situations as in the previous interpretation exist. This interpretation has as consequence that a hold support can not easily be avoided for any unit. This is in line with the 2000 rulebook. On page 7: "Support can be given without consent and cannot be refused!". Although, maybe the writer meant that when the orders are made public, players can not choose which supports they want and which they don't want.

Interpretation a has as disadvantage that almost every sentence that contains a hyphen must be treated as a legal order. For the implementation of a computer program this is a rather undesirable rule.

Interpretations a and b have as disadvantage that in fact three types of orders are distinguished. Legal orders that can be valid, illegal orders that are ignored completely and semi-legal orders that can't be valid but can still have some effect. This division in three types introduces an additional complexity in the settling of some disputes. For instance, in the DPTG, the group of semi-legal orders are called 'illegal'. This makes it unclear whether a unit that is ordered to move to the place it already stands in, can receive a hold support.

A disadvantage of interpretations a, b and c is that an user interface of a computer program may only allow the selection of orders that can be valid. If support can be refused by doing an impossible move, then such user interface should provide a feature to also enter an impossible move, because otherwise the player would be restricted in it is possibilities. This would be an awkward feature, for a rather insignificant issue.

The disadvantage of interpretation c and d is that it requires significantly additional coding when implementing a computer program for Diplomacy.

I consider it unimportant whether a unit can refuse a support or not. The situations where this is significant are extremely rare. Given the other arguments and the text of the 2000 rulebook I prefer option d. So, only orders that can be valid in the current situation are legal.

4.E.2. POORLY WRITTEN ORDERS

Something that certainly will happen is that someone writes a poorly written order. The 1971 and 1982 rulebook say (page 3): "A badly written order, which nevertheless can have only one meaning, must be followed". The 2000 rulebook uses only a different term and formulation: "A poorly written order that has only one meaning must be followed".

First of all, it should be realized that some orders are just ambiguous:

Example 1:
A Bur - Pir
In this example it is not clear whether the player wanted to go to Paris or Picardy. Therefore, the army in Burgundy should hold.

However, according to the rules, small spelling mistakes must be accepted. If someone writes the following order:

Example 2:
A Burgundy - Pariz
No human judge would reject this order, because of the misspelling of 'Paris'.

On the other hand, unambiguous impossible orders are never changed:

Example 3:
Austria:
Build F Tyr
Although 'Tyr' is close to 'Tri' and Austria maybe meant to build a fleet in Triest, this order must fail, because 'Tyr' is the correct abbreviation of 'Tyrolia'. The order to build in Tyrolia is not changed in a build in Triest. Of course, for new players some exceptions can be made.

Also, orders are never interpreted by looking to the orders of another country:

Example 4:
England:
A Bre S A Bur - Par

France
A Bur - Pir
The order of England can not clarify the order of France. Even for new players it is maybe better not to allow this.

Until now it was clear how the orders should be treated, however there is gray area where it is disputable whether an order should be accepted or rejected. One could choose one of the following principles when interpreting orders.

  1. No knowledge of the rules of Diplomacy should be used to interpret the orders. In practice this means that only small spelling mistakes are accepted and maybe some other small mistakes.
  2. Each single order is interpreted keeping in mind that the player only wanted to write possible orders (with possible is meant the same as 'legal' in issue 4.E.1 choice d).
    This means that the following orders will not be rejected:
    Example 5:
    F Rum - Bu.
    
    Since a fleet can not go to Budapest, this would be allowed. A move to the east coast of Bulgaria is attempted.
    Example 6:
    A Gre S A Ser - Bu.
    
    Since Greece can not support a move to Budapest, this order must be interpreted as a move support from Serbia to Bulgaria.
  3. Each set of orders is interpreted keeping in mind that the player only wanted to write a full set of possible orders.
    The following set of orders would be rejected in the previous choice, but are now accepted:
    Example 7:
    A Par S F Pir - Bre
    A Pir - Bre
    
    'Pir' can be interpreted as 'Picardy' or 'Paris', but since there is already an order for Paris, 'Pir' must be interpreted as 'Picardy'. So, the army in Picardy receives an order to move to Brest.
  4. Each set of orders is interpreted keeping in mind that the player only wanted to write a full set of possible and matching orders. This would result that the following set of orders would not be rejected anymore:
    Example 8:
    A Ser - Bu
    A Gre S A Ser - Bu
    
    The order for the army in Greece must be interpreted as a move support from Serbia to Bulgaria, since a support to Budapest is not possible. Since, in this choice we assume that the player only wants to write matching orders, the order of Serbia is clarified by the order for Greece and must be interpreted as a move to Bulgaria.

I prefer that a best effort is made to interpret the order. So, I prefer the last interpretation (choice d).

Even with the above guidance, some orders are still disputable:

Example 9:
F Rum - Bud(ec).
Some people may reject this order, since 'Bud' is unambiguous and unambiguous orders are not changed. Other people would argue that the fact that a fleet can not go to Budapest, combined with the fact that the coast specification does only apply for Budapest, this order must be interpreted as a move to Bulgaria. The decision is for the judge or in case when there is no judge, in the mercy of the other players.

4.E.3. IMPLICIT ORDERS

An implicit order is an order that is deduced from a support order or convoy order. For instance, when Germany orders its army in Ruhr to support a move from Kiel to Holland, then the move order from Kiel to Holland can be deduced as implicit order. It can be decided that:

  1. Implicit orders are allowed.
    Note that an explicit order takes precedence over an implicit order. And a implicit order can never be deduced from orders from another player.
  2. Implicit orders are not allowed.

I think that allowing implicit orders encourages incomplete order sets and that this will lead to more problems and errors. Therefore, I prefer that implicit orders are not allowed (choice b).

4.E.4. PERPETUAL ORDERS

When a player wants to quit the game, he maybe wants to give 'Perpetual Orders'. That are orders that will be repeated every turn. For instance, when Italy has still two armies in Portugal and Spain, he may want to give the order that they will mutual support each other as long as it is possible. It can be decided that:

  1. Perpetual orders are allowed.
  2. Perpetual orders are not allowed.
    Since the rulebook contains special rules for a country in civil disorder, it can be argued that perpetual are not allowed according to the rules.

Although I do not really object against perpetual orders, I think allowing perpetual orders should be decided before the game is started or all players should agree during the game. If it was not explicitly allowed and a player wants to give perpetual orders and another players opposes, then I prefer that it is not allowed (choice b).

4.E.5. PROXY ORDERS

A 'Proxy Order' is an order that one does not order a specific unit by oneself, but that another specific player may give the actual order to the unit. I can be decided that:

  1. Proxy orders are allowed, where the player should notify the judge that it wants to proxy a unit. This notification is before the submission of the orders and the player that receives the proxy has knowledge about it.
    This type of proxy order, does really change the game. In this way a player can get certainty about the order of a foreign unit, while part of the game is that players have never full certainty about the orders of other players.
  2. Proxy orders are allowed where a proxy order is given as part of the normal order set.
    This type of proxy orders may look as a rather harmless way of speeding up the negotiations (and therefore the game). However, it is not that simple. Without proxy orders, a player will never give an order that is not in his or her own interest. With proxy orders, the player can be betrayed and his own unit can be moved out of position. See also the remark from the creator of the game, Allan Calhamer, on issue 4.B.4 "I think allies should be in evident agreement of the moves." One could argue that in case there is no full trust, one should not give a proxy order. Again, it is not that simple. One player could demand from another player a proxy order and threaten that any other order would be interpreted as a sign of distrust. If proxy orders are not allowed, this can not happen. As you can see, this is an excellent example how procedures can have effect on politics. For this reason, you can not sell your own vote in an election, although it is your own vote. Furthermore, for this reason the law does not allow that a president or minister delegates certain powers.
  3. Proxy orders are not allowed.

A player that proposes to allow proxy orders, during the game, may have a complex diplomatic plan. Therefore, I think proxy orders should only be allowed when this has been decided before the game started. Since, proxy orders are not according to mechanics of order writing as described in the rulebook, they should not be allowed by default (choice c).

4.E.6 FLYING DUTCHMAN

A 'Flying Dutchman' is a unit on the board that is illegal. This can be due to an adjudication error or cheating. Since it is not possible to replay previous rounds, the situation has to be corrected on the board. There are numerous ways to handle this situation (for instance, just play until the next adjustment turn).

Allan Calhamer wrote on this issue (in Diplomania, no. 12, August 1966, a copy can be found on 'www.diplomacy-archive.com'):

A variety of rough-and-ready tactics were developed at this time. One was the "Flying Dutchman", which consisted in playing with a piece to which you were not entitled. It was ruled that this practice was legal so long as it was a deception; i.e., any player had a right to demand restoration of the true position, but if moves had intervened, they could not be taken back. It was never clear what the rights were if the deception was discovered during a move.

I prefer that the unit is removed immediately according to the following rules:

5. THE PROCESS OF ADJUDICATION

Writing a Diplomacy adjudicator program may look not more difficult than writing a program that checks the moves of a chess game. However, the contrary is true. A Diplomacy adjudicator that passes all test cases as described in this document contains many small and difficult details.

To help with writing an adjudicator program or just with the manual adjudication, the adjudication of Diplomacy is analyzed here. The first step in understanding the adjudication is to understand the principle that a set of orders leads to a set of decisions to be made. One order may lead to multiple decisions to made. For instance, when a unit is ordered to move, it can be decided that the move fails, but when the move uses a convoy, then it has also to be decided whether the unit has any influence on the area where it was ordered to move.

The second step is to understand that the decisions depend on each other. Certain decisions can only be made when other decisions are made first. For instance, when the units are ordered to follow each other in a move, then the decision of the unit moves at the end depends on the move decision of the unit at the front.

In the final step an algorithm is constructed. This algorithm is based on the decisions and respects their dependencies. In some other descriptions, such as the DPTG, the notion of "decision" is not described and the algorithm is described directly. This has as disadvantage that it gives no understanding of adjudication and why the algorithm is constructed as it is. Furthermore, with such description it is rather hard to look to alternative algorithms. We will see that there are at least two ways to tackle the problem of an adjudication program.

Note that in the adjudication description some sanity checks are left out. For example a test whether a support order matches with the order of the unit it supports. These are covered by the test cases and are not relevant for the understanding of the process of adjudication.

5.A. OVERVIEW OF ADJUDICATION DECISIONS

There are eight different types of decisions. Each type of decisions is given a name, to refer easily to that decision type. To distinguish the decision type of the other text, the name is given in CAPITALS.

The first three decisions are directly related to the success or failure of an order:

Example:
Italy: 
A Tyrolia - Trieste
A Venice Supports A Tyrolia - Trieste

Austria: 
F Trieste Hold

At the end of adjudication, the MOVE decision of Tyrolia is 'moves', the SUPPORT decision of Venice is 'given' and the DISLODGE decision of the army in Trieste is 'dislodged'.

When a unit tries to dislodge another unit, then the strength of the move must be calculated and if that strength is larger than the hold strength of the other unit, then the move of the unit succeeds. So, the following two decision types are needed:

Both ATTACK STRENGTH and HOLD STRENGTH are numerical decisions, because the result of the decision is a number.

In the previous example the ATTACK STRENGTH of the army in Tyrolia is two, while the HOLD STRENGTH of the army in Trieste is one.

A unit can not dislodge a unit of the same player. Also supports to a foreign unit can not be used to dislodge an own unit. However, these supports can be used to prevent that another unit enters the area. This strength can be greater than ATTACK STRENGTH and must also be calculated:

Example:
Austria: 
A Vienna - Tyrolia
A Tyrolia - Munich
A Trieste Supports A Vienna - Tyrolia

Germany: 
A Munich Supports A Venice - Tyrolia
A Venice - Tyrolia

The ATTACK STRENGTH of the army in Vienna is zero, because it can not dislodge its own unit in Tyrolia. However, the PREVENT STRENGTH of the army in Vienna is two, which prevents that the move of the German army in Venice with an ATTACK STRENGTH of two succeeds.

When a unit is dislodged in a head to head battle, then the unit has no effect anymore on the area it was ordered to move. This means that the PREVENT STRENGTH is zero. However, it is still required to calculate the strength that prevents the opposite unit in the head to head battle to move. This value can be greater than ATTACK STRENGTH since all support has to be calculated. Therefore a separate numerical decision is necessary:

Example:
France: 
A Belgium Supports A Burgundy - Ruhr
A Holland Supports A Burgundy - Ruhr
A Burgundy - Ruhr
A Munich Supports A Ruhr - Burgundy
A Marseilles - Burgundy

Germany: 
A Ruhr - Burgundy

In this example the French army in Munich supports the move of the German army in Ruhr instead of the French army in Burgundy. This makes that the ATTACK STRENGTH, the PREVENT STRENGTH and the DEFEND STRENGTH of the German army in Ruhr are all different. The ATTACK STRENGTH is one, because the French support should not be counted for the attack. The PREVENT STRENGTH is zero, because it is dislodged by the French army in Burgundy and therefore it can not prevent the army in Marseilles to go to Burgundy. However, the DEFEND STRENGTH contains all supports and is therefore two. Still this DEFEND STRENGTH is insufficient in the head to head battle, since the French army in Burgundy has an ATTACK STRENGTH of three.

It is important to understand the difference between PREVENT STRENGTH and DEFEND STRENGTH. In some algorithms this is calculated by the same routine. The returned strength of such routine depends on the moment in the adjudication process. However, in this analysis decisions are defined independent from the moment in the adjudication process and therefore these two strengths needs to be distinguished.

Finally, when an army is ordered to move and the move will be convoyed, it has to be decided whether the convoy will succeed:

Example:
England: 
A Yorkshire - Belgium
F North Sea Convoys A Yorkshire - Belgium

Germany: 
F Holland Supports F Denmark - North Sea
F Denmark - North Sea

The fleet in the North Sea is dislodged, therefore the PATH decision of the Yorkshire order is 'no path'. The PATH decisions of non-convoying units are always 'path'. In this case the PATH decisions of the moving fleet in Denmark is 'path'.

5.B. PRECISE DESCRIPTION OF MAKING DECISIONS

Before the description of how the different decisions must precisely be made, the notion of 'undecided' must be introduced. In the examples of the previous section the final result of decisions were given. But during the adjudication, decisions are made one by one and it must be possible to distinguish between decisions that are already made and decisions that are not made yet. This is simply achieved by introducing an 'undecided' status for the decisions that have two possible outcomes. So, a MOVE decision can have the status 'moves', 'fails' or 'undecided'. The decisions SUPPORT, DISLODGE and PATH decisions can also have the status 'undecided'. For the numerical decisions two values are administrated. The minimum values and the maximum values. The final result will be somewhere in the interval between the minimum and maximum value. During adjudication this interval will become smaller. The minimum values can only increase, while the maximum can only decrease. When the minimum and maximum value of a decision become equal, then the decision is fully made.

Initially all numerical decisions have a minimum value of zero and a maximum value of infinity. The remaining decisions are initially 'undecided'.

5.B.1. MOVE DECISION

A MOVE decision of a unit ordered to move results in 'moves' when:
The minimum of the ATTACK STRENGTH is larger than the maximum of the DEFEND STRENGTH of the opposing unit in case of a head to head battle or otherwise larger than the maximum of the HOLD STRENGTH of the attacked area. And in all cases the minimum of the ATTACK STRENGTH is larger than the maximum of the PREVENT STRENGTH of all of the units moving to the same area.
A MOVE decision of a unit ordered to move results in 'fails' when:
The maximum of the ATTACK STRENGTH is smaller than or equal to the minimum of the DEFEND STRENGTH of the opposing unit in case of a head to head battle or otherwise smaller than or equal to the minimum of the HOLD STRENGTH of the attacked area. Or the maximum of the ATTACK STRENGTH is smaller than or equal to the minimum of the PREVENT STRENGTH of at least one of the units moving to the same area.
In all other cases a MOVE decision of a unit ordered to move remains 'undecided'.

This MOVE decision has only one 'fails' result. For proper reporting of the adjudication result to the players, more information might be appropriate. For instance, if a move fails due to a move of another unit to the same area, this could be reported as 'bounce'. Also the exact bouncing unit might be listed in the report. This can be implemented by introducing different 'fails' as result of the MOVE decision result. Or this information could be part of the 'fails' result. Anyway, these ways of failure should be treated the same in other parts of the adjudication.

5.B.2. SUPPORT DECISION

A SUPPORT decision of a unit ordered to support results in 'given' when:
All units ordered to move to the area of the supporting unit have a maximum ATTACK STRENGTH decision with value zero. If the support order is a move support, then the unit that is on the area where the move is directed, should not be taken into account. Furthermore, the SUPPORT decision can only be 'given' when the DISLODGE decision of the unit has status 'sustains' (dislodge rule).
A SUPPORT decision of a unit ordered to support results in 'cut' when:
At least one of the units ordered to move to the area of the supporting unit has a minimum ATTACK STRENGTH of one or more. Again, if the support order is a move support, then the unit that is on the area where the move is directed, should not be taken into account. Finally, the SUPPORT decisions also results in 'cut' when the DISLODGE decision of the has status 'dislodged' (dislodge rule).
In all other cases a SUPPORT decision of a unit ordered to support remains 'undecided'.

5.B.3. DISLODGE DECISION

A DISLODGE decision of a unit results in 'sustains' when:
The unit is ordered to move and the MOVE decision has status 'moves'. Or when all units that has ordered to move to the area of the unit have a MOVE decision with status 'fails'.
A DISLODGE decision of a unit results in 'dislodged' when:
There is a unit with a move order to the area of the unit, for which the MOVE decision has status 'moves' and in case the unit (of the DISLODGE decision) was ordered to move has a MOVE decision with status 'fails'.
In all other cases a DISLODGE decision of a unit remains 'undecided'.

5.B.4. ATTACK STRENGTH DECISION

The minimum of a ATTACK STRENGTH decision of a unit ordered to move must be calculated as follows:
In case the PATH decision of the unit is 'no path' or 'undecided' then the minimum of the ATTACK STRENGTH is zero.
Otherwise, if the move is part of a head to head battle or the area to which the move is directed contains a unit without move order or the area to which the move is directed contains a unit with a move for which the status of the MOVE decision is 'fails' or 'undecided' then:
The minimum ATTACK STRENGTH is zero when the moving unit is of the same nationality of the unit that is attacked or otherwise, one plus the number of orders that support this move and for which the status of the SUPPORT decision is 'given'. But only the support orders of units of different nationality of the attacked unit should be counted.
else:
The minimum ATTACK STRENGTH is one plus the number of orders that support this move and for which the status of the SUPPORT decision is 'given'.
The maximum of a ATTACK STRENGTH decision of a unit ordered to move must be calculated as follows:
In case the PATH decision of the unit is 'no path' then the maximum of the ATTACK STRENGTH is zero.
Otherwise, if the move is part of a head to head battle or the area to which the move is directed contains a unit without move order or the area to which the move is directed contains a unit with a move order for which the status of the MOVE decisions is 'fails' then:
The maximum ATTACK STRENGTH is zero when the moving unit is of the same nationality of the unit that is attacked or otherwise, one plus the number of orders that support this moves and for which the status of the SUPPORT decision is 'given' or 'undecided'. But only the support orders of unit of different nationality of the attacked unit should be counted.
else:
The maximum ATTACK STRENGTH is one plus the number of orders that support this move and for which the status of the SUPPORT decision is 'given' or 'undecided'.

5.B.5. HOLD STRENGTH DECISION

The minimum of a HOLD STRENGTH decision of an area must be calculated as follows:
In case the area is empty, then the minimum HOLD STRENGTH is zero. In case the area contains a unit without a move order, then the minimum HOLD STRENGTH is one plus the number of orders that support this unit and that have a SUPPORT decision with status 'given'. In case the area contains a unit with a move order, then the minimum is zero when the MOVE decision has status 'moves' or 'undecided' and the minimum is one when the MOVE decision has status 'failed'.
The maximum of a HOLD STRENGTH decision of an area must be calculated as follows:
In case the area is empty, the maximum HOLD STRENGTH is zero. In case the area contains a unit without a move order, then the maximum HOLD STRENGTH is one plus the number of orders that support this unit and that have a SUPPORT decision with status 'given' or 'undecided'. In case the area contains a unit with a move order, then the maximum is zero when the MOVE decision has status 'moves' and the maximum is one when the MOVE decisions has status 'failed' or 'undecided'.

5.B.6. PREVENT STRENGTH DECISION

The minimum of a PREVENT STRENGTH decision of a unit ordered to move must be calculated as follows:
In case the PATH decision of the unit is 'no path' or 'undecided' then the minimum of the PREVENT STRENGTH is zero. Also, when the move is part of a head to head battle and the MOVE decision of the opposing unit has status 'moves' or 'undecided', then the minimum of the PREVENT STRENGTH is also zero. Otherwise, the minimum is one plus the number of orders that support this move and for which the status of the SUPPORT decision is 'given'.
The maximum of a PREVENT STRENGTH decision of a unit ordered to move must be calculated as follows:
In case the PATH decision of the unit is 'no path' then the maximum of the PREVENT STRENGTH is zero. Also, when the move is part of a head to head battle and the MOVE decision of the opposing unit has status 'moves', then the maximum of the PREVENT STRENGTH is also zero. Otherwise, the maximum is one plus the number of orders that support this move and for which the status of the SUPPORT decision is 'given' or 'undecided'.

Note that the PREVENT STRENGTH become zero when the unit is engaged in a head to head battle and the MOVE decision of the opposing unit has status 'moves'. If the condition that the unit is engaged in a head to head battle, is left out, then this may lead to a situation where two units end in the same area (see test cases 6.G.16, 6.G.17 and 6.G.18).

If issue 4.A.7 must be adjudicated according to choice a, then it should not be checked whether the unit is engaged in a head to head battle. Instead the PREVENT STRENGTH is zero when the MOVE decision of the same unit has status 'fails' and the MOVE decision of the opposing unit has status 'moves'.

5.B.7. DEFEND STRENGTH DECISION

The minimum of a DEFEND STRENGTH decision of a unit ordered to move must be calculated as follows:
One plus the number of orders that support this move and for which the status of the SUPPORT decision is 'given'.
The maximum of a DEFEND STRENGTH decision of a unit ordered to move must be calculated as follows:
One plus the number of orders that support this move and for which the status of the SUPPORT decision is 'given' or 'undecided'.

5.B.8. PATH DECISION

A PATH decision of a unit ordered to move results in 'path' when:
The unit does not move by convoy or when there is a path of convoying fleets with matching convoy orders and for which the DISLODGE decision has status 'sustains'.
A PATH decision of a unit ordered to move results in 'no path' when:
The unit moves by convoy and when there is a no path of convoying fleets with matching convoy orders and for which the DISLODGE decision has status 'sustains' or 'undecided'.
In all other cases a PATH decision of a unit ordered to move remains 'undecided'.

Note that calculating the PATH decision does not require that a search algorithm is started twice. Probably a depth-first search algorithm is the easiest way for programming. In such algorithm a search function is called recursively. Normally, such recursive function would only have two possible outcomes, 'failure' or 'success'. In this case it has three possible outcomes. The recursive function first checks whether it is on the destination and if so, the it returns 'sustains'. Then it checks whether it has already been on the area. If so, then it returns immediately 'no path'. In all other cases the result of all sub-paths (calculated recursively) is combined with the current DISLODGE status of the area.

5.B.9. CIRCULAR MOVEMENT AND PARADOXES

It is possible that during adjudication according to the given prescriptions of making decisions, a situation occurs that no decision can be made anymore while there are still decisions to make. At such moment the board contains a circular movement or convoy paradox. Those situations need special treatment.

The first step in resolving a circular movement or paradox is to determine which decisions are part of the circular movement or the paradox core. This is achieved by listing for each decision the decisions it directly depends on. Decisions that are fully decided are completely left out of this procedure. When these lists are made, these lists are extended with all the indirect decisions dependencies. This is continued until each decision has a list with all direct and indirect (with possible multiple indirections) dependencies. Every list forms a paradox, but the smallest dependency list is a paradox core and only that list should be considered. Note that there are probably more than one dependency lists with an equal and smallest number of dependencies. It is unimportant which one of these lists is selected.

In the second step the dependency list is analyzed. If the list of decisions contains an undecided MOVE decision of a unit that targets a fleet with a convoy order, then there is a convoy disruption paradox. If there is no such decision, then there is a circular movement. Note that if one of the moving units in a circular movement moved with certainty due to a support, then the adjudication of the circular movement would have been resolved in the normal process adjudication.

In the final step the circular movement or paradox is enforced by special rules and the normal decision making process can continue. In case of a circular movement, all the MOVE decisions of the dependency list are resolved to 'moves'. In case of convoy disruption paradox, a convoy paradox rule must be applied on the dependency list. Note that the MOVE decision of the army that convoys is not in the dependency list, since for the paradox only the cutting of support is essential. Therefore only the ATTACK STRENGTH decision of the army that convoys appears in the dependency list. This is important when applying the Szykman rule or the 'All Hold' rule.

When the Szykman rule is applied, all ATTACK STRENGTH decisions in the dependency list are set to zero for both minimum as maximum. The corresponding MOVE decision is set to failed and the corresponding PREVENT STRENGTH is also to zero for both minimum as maximum.

If you interpret the 2000 rulebook in such that in some very rare cases the attacked unit is dislodged by the convoying army (see discussion in issue 4.A.2, and test case 6.F.17), then first the dependency list must be searched for a SUPPORT decision of a support order of an attack on a convoying fleet that convoys an army to the area of the supporting unit. That SUPPORT decision must be set to 'given'. If no such decision could be found, then the 2000 rulebook has no resolution and a fallback rule must be used such as the Szykman rule or the 'All Hold' rule.

Variant rules may introduce new kind of paradoxes (see test cases 9.E, 9.F and 9.G). If those rules are included, then it is dangerous to conclude that there is a circular movement in case the dependency list does not contain a convoy disruption paradox. It is better to check if the moving units of all the MOVE decisions of the dependency list are part of one single circular movement. If so, these units advance, but if not then a fallback paradox rule must be applied. In this fallback scenario all the MOVE decisions of the dependency list resolve in 'fails' and all the SUPPORT decisions of the list resolve in 'cut'.

5.B.10. HEAD TO HEAD BATTLES DEPENDENT ON ADJUDICATION

In most interpretations of the rules, it can directly determined whether two units that move in opposite direction will fight a head to head battle or try to swap (by using a convoy). This can be decided before any adjudication. However, if issue 4.A.3 is interpreted according to choice c, then the convoy route to the adjacent place must be adjudicated before it can be decided whether the moves will result in a head to head battle.

The adjudication of this has some additional complexities. It can be implemented by introducing a new decision 'HEAD TO HEAD BATTLE'. This decision should have as result whether two units that move in opposite direction, will fight a head to head battle or not. The MOVE decision, the ATTACK STRENGTH decision and the PREVENT STRENGTH decision must be changed such that they use the HEAD TO HEAD BATTLE decision.

For the implementation of the HEAD TO HEAD BATTLE decision, the 'CONVOY PATH' decision must be introduced. When there is a successful convoy path for at least one of the opposing units, then there is no head to head battle, otherwise the units will fight a head to head battle. The CONVOY PATH decision is similar to the PATH decision, but will only result in 'path' when the unit can move to the destination by using at least one convoying fleet. To avoid duplication of code, the implementation of the PATH decision can be simplified by using the CONVOY PATH decision.

5.B.11. RETREAT

To which areas a unit may retreat, must be calculated after adjudicating the main phase, because it depends on the orders given in the main phase. It is insufficient to just mark the areas to which a retreated is possible, since there are situation where one unit may retreat to a certain, while another may not (see test case 6.H.10 ). So, for every dislodged unit a list of areas must be created to which it may retreat.

How a retreat must be calculated is based on the principle as worded in the rulebook: "A dislodged unit must retreat to an adjacent province that it could ordinarily move to if unopposed by other units." That means that the logic of a retreat is similar to the MOVE decision. A unit may retreat to an area if the unit may move to the area directly (so, without convoy), the PREVENT STRENGTH of all units that attempted to move to the area is zero, the HOLD STRENGTH of the area is zero and there is no unit that moved successfully in the opposite direction. All these calculations must be made as part of the adjudication of the main phase.

5.C. FROM DECISIONS TO ALGORITHM

In the final step the principle of decisions is transformed into an algorithm. Whatever for algorithm is made, the decisions will always be part of the algorithm one way or another. This is for the simple reason that the decisions are directly based on the rules. However, there are two fundamental different ways to deal with the dependencies of the decisions:

In a sequence based algorithm, the program tackles the problem of dependencies by making the decisions in a hard programmed sequence. The sequence guarantees that when a decisions is made, any other dependent decisions are already decided. For instance, the algorithm will probably start by cutting supports. Then it will try to resolve moves that will dislodge a convoying