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- Xref: sparky rec.games.diplomacy:728 bit.listserv.dipl-l:421
- Newsgroups: rec.games.diplomacy,bit.listserv.dipl-l
- Path: sparky!uunet!mnemosyne.cs.du.edu!nyx!jfurr
- From: jfurr@nyx.cs.du.edu (Joel Furr)
- Subject: 24-Hour Warp With NMR
- Message-ID: <1993Jan4.003108.27938@mnemosyne.cs.du.edu>
- Sender: usenet@mnemosyne.cs.du.edu (netnews admin account)
- Organization: Nyx, Public Access Unix @ U. of Denver Math/CS dept.
- Date: Mon, 4 Jan 93 00:31:08 GMT
- Lines: 19
-
- The game "aargh!" is forming on the EFF Judge. If you've ever been in a
- 24-hour warp game where, because the game was under No NMR (meaning that
- the game didn't go forward until all seven players submitted orders, even
- if this meant waiting weeks for someone to come in and take over an
- abandoned power), you waited weeks for turns to be processed, this game is
- for you!
-
- Because I've set NMR on aargh!, you've got 48 hours to get your turns in
- each time around. 24 hour deadlines, 24 hours of grace, and then the
- round is processed even if someone's not gotten their turn in. Deadlines
- will only fall between noon and midnight, so you don't have to worry about
- a deadline falling at 6 am.
-
- Because I've set NMR on this 24-hour warp game, you'll be certain to get
- in three rounds a week. No more six-month games!
-
- There're six slots left on aargh!. Send 'list aargh!' to
- judge@morrolan.eff.org to get full info on the game.
-
-