Civilization: The Expansion Project

A strategy game inspired by Advanced Civilization™


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Missing Player Policies
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So

Quote:
This is my proposal:

This should be mentioned in the rulebook somewhere at the end. The right numbering should be applied conceirning its place in the rulebook.

Quote:
Player's leaving the game.

Whenever during the game any player should leave the game, the remainder of the players can still continue to finish the game.
If a decision is made to continue playing, the leaving player can not rejoin the game in a later stadium.
Follow this procedure:

1. If desired, note all purchased civilization advances, AST position and current VP's of the leaving player (32.1).

2. Remove the leaving player's AST marker and Census marker.

3. All tradecards held by the leaving player are discarded. These cards are shuffled and placed under in the appropriated decks during the returning excess trade cards phase as if they were discarded by any player during this phase.

4. All Civilization Advances purchased by the leaving player are discarded.

5. All credit tokens held by the the leaving player are discarded.

6. All ships of the leaving player are returned to stock.

7. All units of the leaving player in areas ascociated with the player's civilization as mentioned in the scenario handbook/appendix (number link) must be selected by flipping them upside down.

8. All other remaining tokens of the leaving player on the board are replaced by barbarian tokens and all his remaining cities are replaced by pirate cities. These are considered barbarians and pirate cities and may be attacked as normal.

9. All selected tokens and cities on the board are now considered to be 'out of play', and are only used to mark these areas. Each area containing any of the leaving player's tokens or cities are considered 'out of play' (link to scenario appendix). Any areas containing both leaving player's tokens and other player's tokens are only considered in play as long as they also contain any other player's tokens. As soon as such area only contains any of the leaving player's tokens, this area is considered 'out of play' for the rest of the game. A 'unit out of play' is considered to be not on the map. It can not be attacked, annexed or selected as secondary vicitim of a calamity. It does not count for the population limit of an area.


In addition, at the start of the scenario handbook/appendix there should be included the following:

Quote:
General guidelines:
1. Whenever you play less than eighteen civilizations you should follow the scenario for the appropriate amount of players.

2. All areas ascociated with unused civilizations are considered out of play. These areas are marked by using tokens of the appropriate unused civilizations flipped upside down. A 'unit out of play' is considered to be not on the map. It can not be attacked, annexed or selected as secondary vicitim of a calamity. It does not count for the population limit of an area. All areas out of play are considered to be not on the map. Players may not move tokens or ships into these areas. These areas can not be selected during calamity resoltution or by using special abilities in the special abilities phase.


In addition there should be a mention of 'out of play areas' in the map defenitions:
Quote:
An 'area out of play' is considered to be not on the map (number that links to the scenario handbook)
A 'unit out of play' is not considered a unit, but is used as a marker. It is considered to be not on the map.

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Post 
Ideally I think it would be best that if an area assosicated with the departing civlization ever becomes completely vacent - it then becomes out of play for the rest of the game.

I'm not sure how that can be easily explained/implimented though. If we can't easily explain/impliment the rule I'm ok with leaving it off.

Your rules look great otherwise.


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Post 
Yes I thought of that too.

BUT:
Actually, whenever a player leaves, you select all areas ascociated with this civilization, and take them out of play for the remainder of the game.

But this also creates a downside for his nieghbours, if you don't build in the rule we just described.

What if a player moves out of his original area during the game. Either on purpose, or otherwise by civil war, treachery or whatever.
His original homeland is then populated by other civilization(s)

If you just say all areas ascociated with the civilization leaving are taken out of play, AND thus destroy all remaining units there, it may result in a remaining civilization being wiped off of the map for 50% immediately.

This will surely unbalance the game.

So, we just gotta keep some rule that other players left in those area can survive as long as they stay there, but never can move in once those areas are empty.

What do you say?

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Flo de Haan wrote:
So, we just gotta keep some rule that other players left in those area can survive as long as they stay there, but never can move in once those areas are empty.

What do you say?


I agree. I'm just not sure how to word it.

One thought is to place an upside down token from the departing civ in each of his assosicated areas and say that an area is out-of-play if it has an updside token AND it is at anypoint unoccupied by in-play units.


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Velusion wrote:

I agree. I'm just not sure how to word it.

One thought is to place an upside down token from the departing civ in each of his assosicated areas and say that an area is out-of-play if it has an updside token AND it is at anypoint unoccupied by in-play units.


That is exactly what I wrote.

in addition I propose to use unused tokens upside down anyway for 'out of play' areas instead of 'whatever you like' (like is written now in the rulebook)

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Flo de Haan wrote:
Velusion wrote:

I agree. I'm just not sure how to word it.

One thought is to place an upside down token from the departing civ in each of his assosicated areas and say that an area is out-of-play if it has an updside token AND it is at anypoint unoccupied by in-play units.


That is exactly what I wrote.

in addition I propose to use unused tokens upside down anyway for 'out of play' areas instead of 'whatever you like' (like is written now in the rulebook)


Well you wrote to flip over player tokens belonging to the area in his own assosiated areas. I was saying perhaps you need to put a token in all areas (even if occupied by another player).


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Post 
OK. we talk about the same thing:
only I forgot one line. you are right.

I wrote this:

Quote:
7. All units of the leaving player in areas ascociated with the player's civilization as mentioned in the scenario handbook/appendix (number link) must be selected by flipping them upside down.


and that should be:

Quote:
7. All units of the leaving player in areas ascociated with the player's civilization as mentioned in the scenario handbook/appendix (number link) must be selected by flipping them upside down.

8. Place a flipped upside down token of the leaving player in all remaining areas ascocated with his civilization as mentioned in the scenario handbook/appendix (number link) .


and renumber the points after this.


(in fact we could state there is only need for one token per area, but this makes it unnessacarily difficult. Experienced players will do so.)

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Oh, now I see another small thing that has to be added.

areas ascociated with two civilizations are regarded only 'in play' as long as both civilizations are in play. Since one of these two civilizations is leaving, these dual-areas must be marked 'out of play' as well.

I'll think of a good way to write that down and add it.

I think changing 'areas ascociated' into 'areas partly or fully ascociated' will do the trick.

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Flo de Haan wrote:

I think changing 'areas ascociated' into 'areas partly or fully ascociated' will do the trick.


Yep that will work.


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Post 
Adding the optional rule at point 1 and 2 like Merlok proposed this is the final ruling:

OK?

Quote:
This is my proposal:

This should be mentioned in the rulebook somewhere at the end. The right numbering should be applied conceirning its place in the rulebook.

Quote:
Player's leaving the game.

Whenever during the game any player should leave the game, the remainder of the players can still continue to finish the game.
If a decision is made to continue playing, the leaving player can not rejoin the game in a later stadium.
Follow this procedure:

1. If desired, note all purchased civilization advances, AST position and current VP's of the leaving player (32.1).

2. Optionally remove the leaving player's AST marker and Census marker.

3. All tradecards held by the leaving player are discarded. These cards are shuffled and placed under in the appropriated decks during the returning excess trade cards phase as if they were discarded by any player during this phase.

4. All Civilization Advances purchased by the leaving player are discarded.

5. All credit tokens held by the the leaving player are discarded.

6. All ships of the leaving player are returned to stock.

7. All units of the leaving player in areas partly or fully ascociated with the player's civilization as mentioned in the scenario handbook/appendix (number link) must be selected by flipping them upside down.

8. Place a flipped upside down token of the leaving player in all remaining areas partly or fully ascocated with his civilization as mentioned in the scenario handbook/appendix (number link) .

9. All other remaining tokens of the leaving player on the board are replaced by barbarian tokens and all his remaining cities are replaced by pirate cities. These are considered barbarians and pirate cities and may be attacked as normal.

10. All selected tokens and cities on the board are now considered to be 'out of play', and are only used to mark these areas. Each area containing any of the leaving player's tokens or cities are considered 'out of play' (link to scenario appendix). Any areas containing both leaving player's tokens and other player's tokens are only considered in play as long as they also contain any other player's tokens. As soon as such area only contains any of the leaving player's tokens, this area is considered 'out of play' for the rest of the game. A 'unit out of play' is considered to be not on the map. It can not be attacked, annexed or selected as secondary vicitim of a calamity. It does not count for the population limit of an area.


In addition, at the start of the scenario handbook/appendix there should be included the following:

Quote:
General guidelines:
1. Whenever you play less than eighteen civilizations you should follow the scenario for the appropriate amount of players.

2. All areas ascociated with unused civilizations are considered out of play. These areas are marked by using tokens of the appropriate unused civilizations flipped upside down. A 'unit out of play' is considered to be not on the map. It can not be attacked, annexed or selected as secondary vicitim of a calamity. It does not count for the population limit of an area. All areas out of play are considered to be not on the map. Players may not move tokens or ships into these areas. These areas can not be selected during calamity resoltution or by using special abilities in the special abilities phase.


In addition there should be a mention of 'out of play areas' in the map defenitions:
Quote:
An 'area out of play' is considered to be not on the map (number that links to the scenario handbook)
A 'unit out of play' is not considered a unit, but is used as a marker. It is considered to be not on the map.

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Post 
Looks good.


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