1812 Overture PBF (6/6, Reserves Welcome)

A multi-continent game in which each player plays two countries in their attempt to win on a map centered on Europe and the North Atlantic set in 1812. Created and GM'ed by Nopunin10did

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1812 Overture PBF (6/6, Reserves Welcome)

Postby NoPunIn10Did » 12 Oct 2016, 01:09

1812 Overture
A Variant for Six Players, Twelve Powers, and Two Continents

Image
The above map is different from the map originally posted during recruitment, but only from an aesthetic standpoint. Gamewise, nothing has changed.

Introduction
This variant has been my primary labor of love over the past year. I began work on it last Christmas while at my mother-in-law's house, and I have continued to playtest and refine it since that point.

This will be Session 5 of the game, and we'll use rules version 1.3. For those who followed the recent PBEM Spectator Thread, the only difference between 1.2 and 1.3 is that Russia's initial fleet now starts on the North Coast of St. Petersburg.

The game will (probably) not start until my session of The Two Towers terminates, but I want to go ahead and start recruitment. I'm expecting the first Spring orders to be due sometime in November. The game will start no earlier than November 1st.

If you would like to know more about the background of this variant and its development, I have an article in Issue 135 of Diplomacy World that you might find interesting.

Players will be selected with preference given to those who have previously expressed interest in playing this variant as well as players with a record of PBF reliability.

Players Recruited
  1. nanooktheeskimo
  2. I Love Italy
  3. Jordan767
  4. asudevil
  5. joe92 (may drop if work is still swamped by game start)
  6. Don Juan of Austria

Reserves
  • Hoidofthenorth
  • GhostEcho
  • Gooderian
  • Antigonos
Last edited by NoPunIn10Did on 03 Jan 2017, 17:08, edited 17 times in total.
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Re: 1812 Overture PBF

Postby NoPunIn10Did » 12 Oct 2016, 01:09

1812 Overture Rules (v1.3)
The following is an abbreviated version of the rules formatted for PBF play. These rules should be considered complete and official; however, a more verbose set of the same rules is available in PDF format.

PDF of Full Rules Document: http://tinyurl.com/1812-overture-rules-1-3-1

Please let me know if you have any questions or find any inconsistencies. The House Rules section of the above document will be largely similar to what I will post below, though you can ignore any reference to Google Groups (since all communication is handled via the forum).

Map
Because my image files are larger than the size allowed on this forum, I host them externally at imgur. There, you can view or download the full-resolution version of every map.

Map with Full Names
Map of Game Start

Basics
Game starts in Spring of 1811.
Two continents: Europe (EU) and North America (NA).
23 supply centers in EU. 22 in NA.
Each player gets two powers with 2-3 units each.
Capture 18 total SC's, with 12 by one power in one continent, to win.
Two players can win at the same time (Double Win).

12 Powers, 6 Players
Six powers in EU. Six powers in NA.
Three players get attached (preset) pairs, three get detached (usually random) EU/NA pairs.
Napoleon gets two powers in EU. USA gets two in NA.
Everybody else has one power in each.

  • Attached Pairs
    • F - French Empire
      • France (Dark Blue)
        • F Paris (nc)
        • A Barcelona
        • A Warsaw
      • Rhine Confederation (Sky Blue)
        • A Frankfurt
        • A Hanover
    • U - United States
      • Republican Party (Brown)
        • A Philadelphia
        • F Charleston
        • A Baltimore
      • Federalist Party (Tan)
        • A New York City
        • F Boston
    • B - British Empire
      • Britain (Bright Red)
        • F London
        • A Glasgow
        • F Cádiz
        • Britain may not build in Cádiz.
      • Canada (Pink)
        • F Halifax
        • A Montreal
  • Detached EU/NA Pair Powers
    • Detached EU Powers
      • A - Austria (Yellow)
        • A Prague
        • A Buda
        • Controls Vienna (vacant)
        • Austria starts one unit short.
      • D - Denmark-Norway (Dark Red)
        • A Copenhagen
        • F Oslo
      • R - Russia (Purple)
        • A Moscow
        • A Odessa
        • F St. Petersburg (nc)
    • Detached NA Powers
      • N - New Spain (Green)
        • A Mexico City
        • F Florida (not an SC)
        • Controls Havana (vacant)
        • Fleet starts in Florida instead of Havana. New Spain cannot build in Florida.
        • New Spain can build in Cádiz on future turns (if controlled and vacant).
      • C - Cherokee (Orange)
        • A Chattanooga
        • A Ustanali
        • Cherokee can't build fleets.
        • Cherokee can build in any vacant SC they control in NA.
        • Cherokee can't be convoyed to EU.
      • S - Shawnee (Black)
        • A Tippecanoe
        • A Wapakoneta
        • Shawnee can't build fleets.
        • Shawnee can build in any vacant SC they control in NA.
        • Shawnee can't be convoyed to EU.
Victory Conditions
The game ends in a Solo Win, a Double Win, or a draw.
  • Solo Win
    • 18, 12, & Highest
    • 18: 18+ SC's (total of both powers)
    • 12: One power has 12+ in one continent.
    • Highest: You have the most SC's (no ties). Nobody else meets both 18 & 12 requirements (otherwise, double win).
  • Double Win
    • 18x2, 12x2
    • Two players win at same time. It's not counted as a draw.
    • 18x2: Both players each have 18+ SC's. Players don't have to have the same SC counts.
    • 12x2: One player has one power with 12+ in NA. Other player has one power with 12+ in EU.
  • Draw
    • For PbF, draws don't have to include all survivors.
    • See house rules below for details.

Building
Builds occur normally in each power's home locations, except as described below.
Max 2 builds per year per power (up to 4 builds per player).
Your two powers don't share build locations or unit counts.
Your two powers can capture each other's SC's (including home SC's).

Major Harbors
Build location for anybody who captures it.
Only way for Austria & Rhine to build fleets.
  • Venice (ven)
  • Stockholm (stk)
  • Naples (nap)
  • Hamburg (hbg)
  • New Orleans (nol)
  • Savannah (sav)
  • Baltimore (btm) (Starts Republican)

Cherokee & Shawnee
They can't build fleets, even in Major Harbors.
They can build anywhere in NA (like Chaos variant).

Cádiz (cad)
Britain starts with Cádiz. It's not a build location for Britain.
New Spain can build in Cádiz if they capture it.

Special Rule: Convoying Between Continents
There is a limit on convoying NA > EU and EU > NA.
Army can only convoy to non-home continent if going to own controlled SC or adjacent region.
SC has to be controlled by same power as Army (Canadian Army can't use British SC).
No restriction on convoys "going home" back to original continent.

Water and Terrain
Split Coastlines
  • St. Petersburg (stp nc/sc)
  • Castile (cas nc/ec)
  • Paris (par nc/wc)
  • Rupert's Land (rup nc/sc)
  • Yorkshire (ysh ec/wc)
Canals
Just like Kiel/Denmark/Constantinople in vanilla Diplomacy.
  • Stockholm (stk)
  • Copenhagen (cop)
  • Hamburg (hbg)
  • Montreal (mon)
  • Toronto (tor)
  • Miwaukie (mwk)
  • Michigan Territory (mic)
  • Niagara (nia)
"Hybrid" Zones
Water that armies can go in. Like canals, but fleets can convoy through.
  • The Great Lakes (lmi, sup, hur, eri, & ont)
  • Newfoundland (nfl)
  • Bahamas (bah)
  • Hispaniola (his)
  • Cádiz (cad)
  • Ireland (ire)
The Great Lakes
Lakes are hybrid, so armies can occupy and fleets can convoy.
Great lakes don't directly connect to each other.
Most land regions nearby are canals.
Montreal is only fleet path between lakes and Atlantic coast.

List of Locations & Abbreviations
Code: Select all
Adirondacks                 adi
Adriatic Sea                ADR
Allegheny                   all
Antilles Current            ANC
Aquitaine                   aqu
Arctic Ocean                ARC
Arkhangelsk                 ark
Azores Current              AZC
Bahamas                     bah
Baltic Sea                  BAL
Baltimore                   btm
Barcelona                   brc
Barents Sea                 BAR
Bavaria                     bav
Blue Ridge Mountains        blu
Bosnia                      bsn
Boston                      bst
Brittany                    bri
Buda                        bud
Cádiz                       cad
Canary Current              CAC
Carpathians                 crp
Caribbean Sea               CRB
Castile                     cas
Celtic Sea                  CEL
Charleston                  chl
Chattanooga                 cng
Copenhagen                  cop
Dakotas                     dak
English Channel             ENG
Equatorial Current          EQC
Finland                     fin
Florida                     flo
Frankfurt                   fra
Glasgow                     gla
Great Plains                grp
Guatemala                   gua
Gulf of Mexico              GOM
Gulf Stream                 GUS
Halifax                     hfx
Hamburg                     hbg
Hanover                     hnv
Havana                      hav
Hispaniola                  his
Hudson Bay                  HUD
Iceland                     ice
Illinois Territory          iln
Illyria                     ily
Ionian Sea                  ION
Ireland                     ire
Kentucky                    ken
Labrador                    lab
Lake Erie                   eri
Lake Huron                  hur
Lake Michigan               lmi
Lake Ontario                ont
Lake Superior               sup
Lapland                     lap
Lazio                       laz
Livonia                     lvn
London                      lon
Lorraine                    lor
Maine                       mai
Mexico City                 mex
Michigan Territory          mic
Milwaukie                   mwk
Mississippi Territory       msp
Montreal                    mon
Morocco                     mor
Moscow                      mos
North Africa                naf
Naples                      nap
Netherlands                 net
New Orleans                 nol
New Santander               nsa
New York City               nyc
Newfoundland                nfl
Niagara                     nia
North Atlantic Drift        NAD
North Sea                   NTH
Norwegian Sea               NWG
Odessa                      ode
Oslo                        osl
Ozarks                      oza
Paris                       par
Philadelphia                phi
Pomerania                   pom
Portugal                    por
Portugal Current            POC
Prague                      pra
Provence                    pro
Rupert's Land               rup
Sargasso Sea                sgs
Savannah                    sav
Saxony                      sax
Serbia                      ser
Shenandoah                  she
Silesia                     sil
Skaggerak                   SKA
Smolensk                    smo
St Petersburg               stp
Stockholm                   stk
Switzerland                 swi
Texas                       tex
Tippecanoe                  tip
Toronto                     tor
Tyrrhenian Sea              TYS
Ungava                      ung
Upper Mississippi           umi
Ustanali                    ust
Venice                      ven
Vermont and Coös            vtc
Vienna                      vie
Wales                       wal
Wallachia                   wlc
Wapakoneta                  wap
Warsaw                      war
West Florida                wfl
Western Mediterranean Sea   WMD
Yorkshire                   ysh
Yucatan                     yuc
Last edited by NoPunIn10Did on 12 Oct 2016, 01:38, edited 2 times in total.
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Re: 1812 Overture PBF

Postby NoPunIn10Did » 12 Oct 2016, 01:09

House Rules
Order Submission Schedule (Non-Standard)
I will run a three-season rotation for orders submission: Spring, Fall, and Winter, with two seasons executed per week and retreats handled ad-hoc. Assuming no delays, this works out to 3 weeks for every 2 game-years.

This schedule does not run on a standard days-per-phase model (e.g. 2/1/1 or 3/1/2). I find that adjudication is quicker, and NMR's fewer, when players are given a regular weekly schedule instead.

All seasonal orders (movement and builds) will be due on Mondays and Thursdays by 7:00 PM (19:00) New York Time, which is EDT (UTC-4) or EST (UTC-5), depending on the time of the year. I will try to send out reminders on the morning-of, but those are not guaranteed. If you live in a time-zone that makes this timing (particularly the reminders) inconvenient, please let me know ASAP, and we can work something out.

Reminders for seasonal orders are not guaranteed, and they may be less than 24 hours.

If everyone gets their orders in early, I can adjudicate much more promptly. However, I will not adjudicate movement or build turns earlier than the due date/time.

All retreat orders are due within 24 hours of the adjudication report. If you happen to miss a retreat order, I do not always automatically disband those units. See the section below on missed retreats.

Unlike seasonal orders, I will report retreats as soon as I receive all of them for a given turn.

Reminders for retreat orders will not be given.

Regarding "Provisional" Orders
This scheduling system does not make a distinction between "provisional" and "final" orders. Seasonal orders (movement or builds) are adjudicated no earlier than the deadline. As such, you can always send changes to those orders (up until the deadline) without worrying about whether they're marked as provisional or not.

Retreats are intended to be quick, with the intention that I should rarely need to wait the full 24 hours unless someone has simply forgotten them. Because of that, I will publish and adjudicate retreats as soon as I possibly can. You should not expect me to wait until the full Retreat deadline simply because you mark those as "provisional."

In other words, Seasonal orders are the equivalent of never clicking "finalize." Retreat orders are the equivalent of always clicking "finalize."

You should also not make your GM grumpy by consistently waiting until the last minute to submit retreats.

The goal here is that realistically, you shouldn't be negotiating during retreats. It's not technically against the rules, since I can't enforce such a rule anyway, but my hope is to have a fast turnaround.

Extensions
I can and do grant extensions at my own discretion. Please try to ask me about them as soon as possible. Saying you need one 5 minutes before the orders-due time is really frustrating to everyone.

At my discretion, if I grant an extension, I may amend the schedule for subsequent due dates. My goal will be to ensure any seasonal due date/time occurs at least 48 hours after the last season's adjudication and at least 24 hours after retreats are reported.

Additionally, I may institute a delay or extension to compensate for changes in my own schedule.

Depending on the length of any given delay, I will either:
  • Push the due time back a few hours (e.g. same day, but 2300 ET instead of 1900 ET).
  • Skip one due date altogether, moving the schedule back to the following date (e.g. Monday's Spring Orders now due Thursday, Thursday's Fall orders now due the following Monday, et cetera)
  • Propose two or more alternate schedules to be voted on by the group. If unanimous support cannot be established, I will default to the most lenient option.

Sample Schedule
Assuming no major delays, this could be a typical schedule.

Code: Select all
Week 1  Monday      19:00   1813 Spring Movement due
                    20:30   1813 Spring report goes out
        Tuesday     20:30   1813 Spring Retreats due (reported soon after)
        Thursday    19:00   1813 Fall Movement due
                    20:30   1813 Fall report goes out
        Friday      20:30   1813 Fall Retreats due
Week 2  Monday      19:00   1813 Winter Builds due
        Thursday    19:00   1814 Spring Movement due
        Friday      08:00   1814 Spring reported (maybe I granted an extension)
        Saturday    08:00   1814 Spring Retreats due
Week 3  Monday      19:00   1814 Fall Movement due
        Monday      20:05   1814 Fall report goes out
        Tuesday     20:05   1814 Fall Retreats due
        Thursday    19:00   1814 Winter Builds due
Week 4  Monday      19:00   1815 Spring Movement due, et cetera…


Grace Periods (Not in Effect at Game Start)
Grace periods are not automatically in effect at the beginning of a game. I will sometimes be forgiving to a person that's within an hour of the deadline for an early turn (since first-year NMR's are a pain for everyone, including the GM), but that's totally up to my own discretion.

Grace Period Details
If I announce a standing 12-hour grace period policy for all seasonal orders (never retreats), here's how it works. The due date/time does not change: it's still 1900 New York Time (EST/EDT) on Mondays & Thursdays.

However, I will accept missing orders up to 12 hours late. In practical terms, this means that I will never adjudicate any earlier than 1900 EST/EDT, but after that point I will adjudicate as soon as I receive some orders from everyone (within that 12 hour window). I would advise you not to attempt corrections or changes to prior orders within that 12-hour window; while it's not forbidden, it's totally within my discretion to accept them or not (usually depending on whether I've started the adjudication).

Players should not use the 12-hour window to negotiate. Please don't try to game the system by waiting until the absolute last minute of the grace period to send orders. It's meant to provide breathing room to the busy and the tardy, and I don't take kindly to those who seem to be abusing the privilege.

Occasionally I will institute a 24-hour grace period policy, using these same stipulations, but I will do so only on a temporary basis. 24-hour grace periods only last one game-year unless reinstated, and I only institute them when given considerable advance notice of a legitimate time conflict.

Example: one of my former players was an election official and was working late hours prior to a national vote. He gave me a week's notice that he'd be unusually busy, and I instituted the 24-hour policy for the affected game-year to give him some breathing room. As it turned out, I never actually had to use it (which made me quite happy).

Assignment of Powers
You may be familiar with the blind auction process from other games of Diplomacy; it’s become fairly standard procedure. Since 1812 Overture has multiple powers per player, and not all pairs are pre-assigned, this gets a bit more complicated.

As always, do not discuss your bids with anyone other than the GM (me).

Blind Auction Procedure
Each player has 200 bid points to divide between the following nine choices.

  • Group A: Attached Pairs
    • British Empire: Britain & Canada
    • French Empire: France & Rhine
    • USA: Republicans & Federalists
  • Group B: Detached EU Powers
    • Austria
    • Russia
    • Denmark-Norway
  • Group C: Detached NA Powers
    • Shawnee
    • Cherokee
    • New Spain

Each player will be assigned either:
  • A pair from Group A
  • One power from Group B & one power from Group C

For each of the nine choices, you must assign a number of bid points (whole numbers only). The maximum bid for a choice is 100, and the minimum bid is 1.

Multiple bids from the same player may not be the same value. Each bid must be unique, forcing you to apply some order to your preferences.

Your bids can add up to less than 200 bid points, but I recommend allocating all of them.

If you have no preference, I will assign 1 bid point to all nine choices on your behalf (this being the one exception to the unique-bids rule). This will also be the case if you submit an invalid set of bids and do not correct them before the deadline.

Once I receive all players’ bids, I will begin assigning powers in order from highest bid to lowest, using a random number generator to resolve the priority of same-valued bids.

If a player is assigned a power from Group B, they will still be counted in the bidding for powers from Group C, and vice versa. Once three players are assigned any powers from Groups B and/or C, all remaining players in the bidding will be restricted to Group A.

I will use a copy of this spreadsheet as a calculator, inputting bids and names on the “Inputs” tab.

Adjudication Mistakes
If I make a mistake in adjudication, please point it out ASAP. The window to do this is until the next season’s orders are due.

This means that you can potentially spot an error from the Spring Movement adjudication after the Spring Retreats have been reported, but not once the Fall Movement has been reached.

Depending on the timing of the correction, I will probably declare an extension for players to revise their orders.

I reserve the right to use my own judgment in applying such corrections.

Missed Orders (NMR)
A player that does not submit seasonal orders to me by adjudication will receive an NMR (no moves received) for that phase. If you NMR during a movement phase, all of your units will hold. If you NMR during a retreat or build phase, I will provide orders for you in the manners described below.

Missed Retreats
Unlike the standard Diplomacy policy of disbanding all missed retreats, if you miss providing retreat orders, I will retreat your dislodged units using the following priorities (from highest to lowest):

  1. Retreat to a province with another player’s SC (or a neutral SC).
  2. Retreat to a province with player’s own SC (same power as unit).
  3. Retreat to a province with player’s own SC (same player’s other power).
  4. Retreat to a water/hybrid space (fleets only).
  5. Retreat to a land/canal/hybrid space with no SC.

If more than one possible retreat location has the same priority, I will use whichever region’s three-letter code comes first in alphabetical order.

I will give no consideration for whether some other retreating unit (even your own) can retreat to the same space.

Missed Winter Orders
Similar to normal Diplomacy, if you miss submitting Build orders for a Winter turn, you will forfeit the relevant build(s) that turn. If you don’t submit the required number of Destroy orders, I will destroy units using the following priorities.

  1. Destroy units that are not occupying an SC.
  2. Destroy units that are the furthest from a valid build location controlled by the unit’s power.
    • This includes any controlled home location or major harbor for European & Colonial powers.
    • This includes any controlled North American SC for the Shawnee & Cherokee.
  3. Destroy fleets before armies.
  4. If units are still equal in priorities 1, 2, & 3, destroy units in alphabetical order, using their regions' three-letter abbreviations.

Repeated Missed Orders & Player Replacement
If you miss turning in two seasons in a row, or at least three seasons overall, I may replace you. Because retreats are intentionally handled over a shorter period of time, an NMR for a retreat phase is not considered as part of this count.

If you miss turning in seasonal orders during the first Spring turn of the game, you will be ejected immediately, and the game will restart.

This is entirely at my discretion, and I reserve the right to replace players that I deem to be problematic.

Mistakes and Missing Coastlines
If you make what appears to be a mistake in your orders, I may contact you to clarify. However, I do this as a courtesy. Any mistakes not caught (or not corrected) by adjudication will stand.

One common mistake is the absence of a coastline for an order involving a fleet and a region with split coasts. In the vast majority of cases, the coastline is obvious, and I will fill it in for you.

However, for any order where a missing coastline might make the order ambiguous (like a Build Fleet order in St. Petersburg, or a Move order for a Fleet in Brittany to Paris), I will void the order.

Draws
While I always hope that a session will end in either a Solo or Double Win, I’m not a subscriber to the “Soloist Manifesto,” so I don’t believe in forcing my players to fight until the bitter end. The following are the rules for ending the game in a Draw.

Draws do not have to include all survivors, but approval must be unanimous (with all votes in approval or abstaining).

Draw proposals expire at the beginning of the following season (ignoring retreat phases).

Votes for draws may be sent to me privately, or announced publicly, but I will reveal everyone's vote once all votes are collected (or the draw expires).

Forced Draws
In the unlikely event that you end up in a messy stalemate, and you can't get unanimous agreement for a draw, I'll force the game to end in a draw, including all surviving players, if and only if:

  • Half or more of surviving players vote for it.
  • No change to the state of the map has occurred for the duration of the past two game-years.

I also reserve the right to forcibly end any game in a draw, even if it does not match these exact stipulations, but as a GM, I hope never to have to invoke that right.
Last edited by NoPunIn10Did on 02 Nov 2016, 04:43, edited 5 times in total.
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Re: 1812 Overture PBF (0/6)

Postby Nanook » 12 Oct 2016, 02:29

Would love to play this! I can't start before October 25, which is my only hesitation to saying absolutely put me down. If it's not going to start before that (and from reading the intro, it looks like that's a possibility), then I would love a chance to play this variant.
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Re: 1812 Overture PBF (0/6)

Postby I Love Italy » 12 Oct 2016, 02:34

I'm probably in for this.
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Re: 1812 Overture PBF (0/6)

Postby NoPunIn10Did » 12 Oct 2016, 02:41

nanooktheeskimo wrote:Would love to play this! I can't start before October 25, which is my only hesitation to saying absolutely put me down. If it's not going to start before that (and from reading the intro, it looks like that's a possibility), then I would love a chance to play this variant.


I can promise you that the game will not start before November 1st. In all likelihood, I expect the first Spring will be in mid-November.
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Re: 1812 Overture PBF (0/6)

Postby NoPunIn10Did » 12 Oct 2016, 02:44

I Love Italy wrote:I'm probably in for this.


Well, then you're probably recruited.
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Re: 1812 Overture PBF (0/6)

Postby Nanook » 12 Oct 2016, 02:47

nopunin10did wrote:
nanooktheeskimo wrote:Would love to play this! I can't start before October 25, which is my only hesitation to saying absolutely put me down. If it's not going to start before that (and from reading the intro, it looks like that's a possibility), then I would love a chance to play this variant.


I can promise you that the game will not start before November 1st. In all likelihood, I expect the first Spring will be in mid-November.

In that case, sign me up!
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Re: 1812 Overture PBF (1/6)

Postby TreciKorpus BiH » 12 Oct 2016, 03:15

Would it be possible for me to join?
If anyone is looking for a game with 24/24/24 orders or longer and is ranked, please PM me to join.
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Re: 1812 Overture PBF (1/6)

Postby MinnesotanKaiser » 12 Oct 2016, 03:21

I'll take a summer game, my schedule is a bit packed at the moment.
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