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Subject: First in Class rss

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Alexander Brady
United States
Port Jefferson
New York
flag msg tools far as I know.

I am trying to set up some appreciation for this game that I like, "Calvin Board" (guess what it is named after!). I thought that it might be fun to try Pbem games.

Here are the rules:

Calvin Board (example done based on chess)


1)Set up a normal chess game

2) Each player writes an objective on a piece of paper. These objectives may be anything as long as they are (a) not player specific and (b) invovle only the chess board and pieces (but needn't be normally possible in chess). To win, a player must fulfill two of the objectives.

3) The last player writes down one rule on a piece of paper that allows Player 1 to make a move.

4) Each player takes a turn making a move and writing a rule down. The last player goes last (of course).

Rule Limitations

Every rule must be non-player specific and allow victory (but a rule pertaining to bishops when one player has no bishops left is fine. Resurrection, occupation of the points instead of squares, teleporting around, square-specific rules, and tipping pieces, moving multiple pieces, etc.. is fine)

A rule may include as many "conditions" (you know, if..., as long as..., etc...) as they want (provided none are player specific) but may contain only one (1) of the following:

Action (allows the player to do something)

Consequence (something that effects non-acted-upon pieces)

Errata (something that expains collisions between two seperate rules)

If two rules contradict and have no "Errata" rule to explain what happens, assume the negative (that piece can NOT be captured/moved/etc...)

If a rule states something like "any piece next to this one is tipped over at the end of the turn" then it does not come into effect until the end of the NEXT player's turn. "Beginnig of turn" rules do not occur until the same player's turn begins again.

Now, expanding on the three types of rules there, I will state exatly what they mean (For those who want to know about scheduling/what game will be played/etc..., skip to the bottom).

Action. This may have as many non-player conditions as wanted, but there may be only ONE action listed (the action may do more than one thing, so long as the rule doesn't say "rooks may move like rooks in chess and bishops may move like biships in chess." "Rooks may move three steps toward the other side of the board and kill anything on that square besides themself" is fine).

Please remember that rules must be very clear, and I will request that they be re-stated if deemed not clear enough. Rules pertaining to winning are not allowed (such as "a player with three queens may declare victory at any time). That is why there are objectives. Note that rules allowing the player to set up an instant-win situation are fine, asl ong as they do not say that the player wins.

Consequence. This requires a minimum of one condition (non-player specific). No winning rules, as it says above. Consequences must be given a tmie that they happen ("immediately" and "automatically" do not count) This can be when a piece moves, a plyer ends their turn, anything! As long as it is there. I will remind you that beginning of turn rules do not come into effect until the writer's NEXT turn.

Errata. This must explain what happens when two rules contradict. Errata may not be written between two rules that already have an Errata unless it deals with a different situation (say one one Errata says "rule a overrides rule b," to counterract it, the rules "if such-and-such, rule b overrides rule a" and "errata 2 overrides errata 1") It is complicated, but you'll get it.

Finally! this is the end of the post. Timing is not set in stone, but no more often than one move every two days, preferably one every three. If we get to many people for sequential turns (meaning more than four or so) we can modify the rules to paralell turns. The game will be the highest voted that all players have or can imagine very, very well.
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