Rules to the Backseat Driver Variant
Below are rules for the Backseat Driver variant. Different rules apply to
players who control powers and to observers. Please make sure you know all
the rules and adhere to the correct ones. If you have any questions or if
something isn't clear, please let me know.
The following rules apply only to players who control powers:
- As far as powers are concerned, this is a no-press gunboat game.
You may not send any press messages whatsoever. NOTE: There is no way to
set a game to be no-press for powers while still allowing press for
observers. Thus, although the judge will not prevent you from sending
press, doing so is against the rules. The only exception is sending
messages to the Master using PRESS TO M.
- You may not sign on to this game as an observer.
- You may not ask somebody you know to sign on to the game as an observer.
- As with any no-press gunboat game, you may not attempt communicate with
any players (powers or observers) in any manner except in "usual"
non-verbal ways, such as using supports, convoys, etc.
- The integrity of the game depends on adherence to the above rules. Any
player found
violating these rules will be ejected from the game.
- Observers will act as advisors to the powers. Their advice is non-binding.
At any point in the game, you may follow it or ignore it. I will try to
make sure that every power gets at least one advisor, but there are no
guarantees. You can still play without an advisor - you just won't have
anybody suggesting moves or strategies to you.
The following rules apply only to participating observers:
- As far as observers are concerned, this is a no-partial white
press game.
Messages will be BROADCAST and seen by all players (powers
and observers).
- Press in the Backseat Driver variant is assumed to come from
"advisors"
to the powers. The players who control the powers may decide to take the
advice given by an advisor or ignore it and do what they want.
- Each observer can control two advisors. This means you may take on two
distinct personae. Selecting what powers to advise will take a bit of
thinking. You might decide to be an advisor to two neighboring powers,
and get them to work together, or you may give "bad" advice to one in
order to help the other. You might be an advisor to two weak powers to
help improve their chances of winning. You may even decide to use both
your advisors to advise the same power, giving similar or conflicting
advice. It's entirely up to you.
- Observers may not "play" more than two advisors.
- White press games differentiate between powers, but the judge refers to all
observers as just "observer". Therefore, to make the game white
press, all messages must identify the advisor (not the player) and
the advisee.
A good standard to adopt is for all players to begin their messages
with this
information in brackets, e.g. "[Sir Laffalot, advisor to
England]".
Having the information at the beginning of the message makes it easy
for all
readers to identify the sender without having to read to the bottom of the
message. Observers can, of course, sign their messages in whatever fashion
they wish, and will have different signatures for each advisor they play.
- No anonymous messages are allowed. If you accidentally send an unsigned
message, please send a correction as soon as you notice.
- Since this is white press, observers may not forge messages using the
signatures of other advisors. The copies of messages received by
the Master
show the sender's address, even in gunboat games, so the identity of anyone
attempting to forge messages will be known to the Master.