Ending the Game:

Last Revised 28-Apr-98 by Bob Heeter

  1. When the game finishes and reaches the Reporting Turn (normally Turn 21), suspend it so the Remailer stops timing players out. Note: If a war ends with one player owning all the cities, you should still follow the procedures below, but instead of the Reporting Turn being Turn 21, it is the turn after the winner's final move. So in this case stats are counted just after the "Congratulations!" screen appears.

  2. At the start of Turn 21, go over the end-of-game reporting rules (final city count, army strengths, etc.) and get the players to reach consensus on the final standings. Get all players to report their own results and check each others' results. Double-check those standings yourself, especially the army counts, which are a critical tiebreaker.

  3. Remind players to write a final end-of-game wrapup message. This gives the winners a chance to write (and maybe rewrite :) ) history. If players start arguing and trying to continue their in-game wars by email, though, you should discourage them. The idea is that their Warlord alter-egos have fought, and the game is over, and as human beings we should all remain friendly. As Max put it (borrowing from *MASH*), the idea is to "Toast the Winners and Console the Losers".

  4. Combine the results and send out a "confirmation of results" archive message asking the players to write back within ~3 days if they disagree. See below for details on the various numbers that must be reported, and ask Headquarters if you have any questions at all about the numbers that should be used. (It can be a little tricky for Lost Players.)

  5. Leave the game suspended until the other games in the Round are finished. When we're ready to wrap up the whole Round, go to the Remailer and hit the Delete button on the Control Panels. Set the buttons to send the diplomatic and/or log histories to the players if you like. You shouldn't need to touch the third button, which (if selected) *skips* the final stats reporting. Leave that unselected (don't skip) and hit submit...

  6. Now it will ask you how many players were originally in the game. This will be "4" for all tournament games of course. :)

  7. Now you actually fill out the final stats:
    1. Total number of unrazed cities - like it says. Includes neutral cities and cities under the control of a Static Defense
    2. Player Alias - use the actual player's alias; this is needed for me to check that I'm putting the results in the right place in the tournament database, and that I didn't miss a player substitution or anything. List the players in order by COLOR, not by who was winning.
    3. Winner? - Only if someone controlled 100% of the cities at some time, mark this "Yes". This is to indicate a "Total Victory".
    4. Turns Lived - The easiest way to record Turns and Sides is simply to note the Turn and Side when the player was actually eliminated from the game, or else the turn when the game ended (if someone won), or else Turn 21, Side 1 (for those who survived). So, if Orange goes on Static Defense on Turn 7, we should just enter Turn 7, Side 2. If Blue stays alive for the whole game, we put down 21. If White wins the game outright on Turn 19, we put down Turn 19, Side 1. This way the numbers in the stats report refer to actual concrete events in the game history.
      • Example - If a player was eliminated on Turn 13 by side #4, put "13".
      • Example - If a player was eliminated on Turn 13 by side #1, put "13".
      • Example - If player #4 became a Lost Player on Turn 7, you put "7".
      • Example - If the player won the game on Turn 18, put down "18".
      • Example - If the player survived the whole game, put 21.
    5. Sides Lived - the side who moved when the player was eliminated. For Static Defense or players who win a game outright, use that player's side. For those who survive to the end of the game, Turn 21, Side 1. This can be confusing, so please see the examples:
      • Example - If a player was eliminated by side #4, then you put "4".
      • Example - If a player was eliminated by side #1, then you put "1".
      • Example - If player #4 became a Lost Player, you put "4".
      • Example - If player #3 won the game, put down 3 - their last move.
      • Example - If the player survived the whole game, put 1, for Turn 21, Side 1.
      • Example - If the player was reduced to 0 cities, but still had troops on the map that they could move before being eliminated by the game, put their own side (since they got one final chance to move). (I think this only applies in Classic, not in Deluxe.) Otherwise put the side that reduced them to 0 cities. So if White knocks Green down to 0 cities, but Green still gets to move on his own turn (and try to get another city), but 3 (Green), but if Green knocks White down to 0 cities, White doesn't get another move, so put 3 (Green) and *not* 1.
    6. Cities - the number of cities owned by the player on Turn 21. (Turn 11 for Pxx Practice Round games). A player on static defense owns 0 cities. The Remailer will compute the city fraction automatically.
    7. Army Str - final reported army strength on Turn 21. Lost and eliminated players have 0 army strength.
    8. Gold, Profits - like army strength. Profits can be negative.
    9. Be sure to check through the game history to count up any rules errors!

  8. When you finish filling this out, hit "Submit". The game is not yet deleted; first the Remailer puts the final stats report into the diplomatic history and emails a copy to Headquarters for the official database. If you want to double-check the stats report, this is when you can do that.
  9. Delete the game and put it into the permanent Tournament history! (If your players wish to continue the game beyond the official limit, then you can go through the entire procedure, except when you are offered to actually delete the game at the end of the process, don't press the button. This will place the report in the history, and send it to Headquarters, but not delete the game. You can then continue playing the game.