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Play Guidelines

Players must use the Automated Card Tracking Site to play their games. In addition, players should use Cyberboard.  Although made for Windows™, Cyberboard works well with CrossOver™ for Mac and Wine on Linux.  Other emulators are also known to work well on Mac and Linux.  If you do not use Cyberboard, you must keep track of the board state on your own and rely on other players to keep your turns up-to-date.  However, only the Cyberboard file will be treated as official. You are also strongly encouraged to use Dropbox to share move files.  All of this software (with the exception of Crossover for Mac) is freely available and cost free.

Either the GM or Assistant GMs will set up all games, both in Cyberboard and ACTS prior to play beginning.

The ACTS site provides record keeping of moves and provides the official die roller.  It should be noted that all game journals are considered public and may only be deleted by the players when requested to do so by the GM.

The Cyberboard gamebox to be used can be downloaded here.

All communication will be done through ACTS except in the Dipomacy phase—no exceptions.

Dice: All players are required to use the ACTS dice roller for all die rolls.  Each player may determine specific methods for rolling dice.  For example they may decide that the Protestant and Papal dice rolls in Reformation/Counter Reformation attempts will be two separate die rolls or they can make only one die roll so long as a breakdown of the dice roll is determined in advance.  However, any ambiguity will force a reroll (e.g., not stating beforehand which dice are for what).

Too many dice: If too many dice are rolled, only the trailing dice from a single die roll request are discarded.  For example, if the Papal and Protestant dice were combined in one roll with Papal dice on top, and it is then determined that too many Papal dice were rolled, reassign existing dice to the Pope and Protestant and omit only the very last dice at the bottom of the roll.

Too few dice: If too few dice are rolled, roll additional dice.  If rolls were combined, reassign rolls based on total needed for each player from the die roll request and then roll extra dice for the bottom roll.  In the example above, the additional dice are added to the Protestant roll.

Field Battles and Assaults:  The defender in a battle will conduct all die rolls for that battle after the attacker has announced whether he or she is playing any combat/response cards; this ensures that the inactive player has the opportunity for any card plays prior to the die roll. When the defender consists of a neutral stack, the attacker can request any other player to roll or can go ahead and roll for the attack with the understanding that any other player may retroactively play a response card (see Response Card Etiquette below).

Interception:  The active player may roll for potential interceptions by other players.  If the interception fails, the active player may proceed with the impulse.  Otherwise, the active player must wait for the non-active player to decide whether to intercept or not.

New World/End of Turn:  Either the GM or Assistant GMs will roll for Exploration and Conquests as well as New World Riches.  Either the GM or Assistant GMs will calculate hand sizes, set Henry's Heir Status, and advance the Turn in ACTS.

Response Card Etiquette:  There will be a 48 hour time limit for the play of response cards that require rewinding the game to a previous state (e.g., Foul Weather and Gout). Once either 48 hours has passed or the responding player has taken some other action on ACTS, the opportunity for playing a response card has passed.

Errors:  Once an illegal play has been identified, the game must be rewound back to the last legal move or just before the mistake was made.  Problems with ACTS will be handled by the GM or one of the assistants.  Play will resume from the last legal game state.

Diplomacy: Diplomacy will be limited to 96 hours (4 days) and will be monitored by the GM for that game.

Move files:  Players should either email move files (.gmv) to all other players as well as to the GM or Assistant GM responsible for the game or post the file to Dropbox.  Upon loading a move file, if a popup indicates that the file's game state does not match the current game state, the file must be redone.  Always cancel if a game-state error is indicated and ask for a new file based on the current game state.


Dropouts from any game will force the GM to find a substitute to finish that player’s power as a non-winning player.  Substitutes may be the GM, one of the Assistant GMs, or any other players in the Tournament who have completed the current round.  Substitutes do not accumulate points for ranking.

Slow Play

Players who have more than one complaint against them for slow play will be given a warning to increase the speed of play.  Further complaints will incur a second warning and a possible 3-VP penalty to final VP totals at the GM’s discretion (except in games where the GM is playing, in that occurrence one of the Assistant GMs will asses any VP reductions).  If after the first and second warnings players continue to play slowly, they may be removed from the game and the GM or Assistant GMs will play out that player’s power as a non-winning player (see above for Dropouts).