WORLD CONQUEST - MISSED TURN OPTIONS ON 12 PLAYER GAMES

By Bill Rapp and Alex Limbach


You thought you sent your moves in on time; instead you get a note from the GM saying that your turn wasn't received and PTS ran it for you. Units and builds weren't done the way you planned and, worst of all, now you have to explain to your neighbor why you entered the 'neutral zone'.

This scenario can be avoided by using the Missed Turn Options. These options were designed to eliminate many of the potential problems inherent with a game played by mail. We want each of you to be able to say that you won or lost the game by the merits of your playing ability, not that the USPS hosed you!

So what happens on the day your games are due?

We use a PO BOX for our mail. (This eliminates a one day delay in our receiving our mail as the mailman doesn't have to deliver it!) The mail is available for pickup at 9:30 AM Pacific Time every morning. After the mail is sorted (usually by 10:00), the first thing we do is see who's turn isn't in for games due that day. We make a list of players who chose Option 3 and call them that evening. The following morning we pick up our mail, check for any missing turns for the days processing, and then start processing and printing all the games that were due yesterday. If we still haven't received your turn, we will again go to our files and look to see what option you have chosen on the last turn.

There are some changes in the Options based on your input, so make sure that you read these thoroughly and understand the various choices available to you.

First of all, now you can select a PERMANENT option! If you have a strong preference to any of the choices, make your preferences known on your game turn, and we will use that option until we here differently from you.

Option 1:

Basically, Option 1 asks PTS to do nothing and build INF. This is not an available option during the first ten turns. Missing a turn in the early expansion stage of the game is detrimental to any position as your neighbors would capture more neutrals than you and the game would be quickly thrown out of balance. We want the game to be decided by the merits of YOUR play...

If you are being attacked by another player after turn 10, we may not allow Option 1, and will revert to Option 2 or 3 at our discretion. We want the game to be decided by the merits of YOUR play... If you are the attacker, Option 1 WILL be allowed. Remember, we want the game to be decided by the merits of YOUR play.

Option 2:

This is the "default" option; if you don't select Options 1 or 3, we will automatically use Option 2 in the event your turn is not received. Option 2 is the option the most often chosen by our subscribers. The problem is, doing someone else's turn takes time and thought.

We are modifying Option 2 effective now to reflect the anticipated changes in our subscriber profiles. As our electronic subscriber player base grows, managing missed turns will become a greater challenge.

If you are a player who submits turns by paper (using the USPS) there will be no charge for selecting this option. However, if you're an electronic player and do not submit a turn, you will be charged for the time and effort necessary to do your turn. The charge will be $1.00 - $3.00 depending on the complexity of the turn. Remember, we want the game to be decided by the merits of YOUR play, so submit your turns on a timely basis.

Option 3:

We know that you have sweated and fretted over your position. The money you've spent is important. More important, however, is the time and energy that you've invested in the game. To have PTS do a turn for you subtracts from your enjoyment of the game.

If you select Option 3, we will call you on the due date and warn you that we haven't received your turn. You have until the next day to get it to us. Most often, players are surprised by the call, thinking their turn was in. We charge $3.00 for this service, and it is a break even proposition for us. Remember, we want the game to be decided by the merits of YOUR play!

The other important reason to choose Option 3 is when you FAX your turn. If we can't read your FAX and you don't choose Option 3 AND supply PTS with a telephone number where you can be reached, then we are NOT responsible for any errors in keying the turn.

If you know that we won't get a mailed in turn on time, call us! We accept FAXs, telephoned turns (in an emergency), and text versions of your turns on the BBS or INTERNET E-Mail. We'd like everyone to be Option 3 players. We know that won't happen, but we've noticed that our regular Option 3 players rarely get called.

To summarize your options:

Option 1: Do nothing, build INF only. (If applicable.)

Option 2: This is the Default option. Do my turn for me.

(FREE for paper players; E-MAIL USERS will incur a $1-$3 fee.)

Option 3: CALL ME!!! ($3.00 fee to all players)

You will be given a call on the due date so you can get your turn in on time for processing.


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