Re: RAH rules V: Attack of the Ferrets
Though I thought my post above was quite clear:
I got this response:
So I went back and read again, but still don't see it in the rules post (the first post)...
Perhaps this would be a good thing to add to the next thread (as in our game on Saturday, I kept checking to see if Ming left any of his units alone (i.e. not stacked) so that I had the option of bribing (and of course he was not foolish enough to do so) but I am not sure if I would have bribed had there been one that was not stacked, as I was unsure as to the rule)
Just a point, and while it is now clear to me, I am not sure it will be clear to others in the future without changing the first post.
Sparrowhawk
Though I thought my post above was quite clear:
Originally posted by Sparrowhawk
Can I assume by the fact that Cold Wizard's post at the start doesn't say anything about Unit Bribing that it is therefore allowed under Rah rules?
Can I assume by the fact that Cold Wizard's post at the start doesn't say anything about Unit Bribing that it is therefore allowed under Rah rules?
Originally posted by Rah
Yes Allowed, read the first post in the thread and all the rules are listed
Yes Allowed, read the first post in the thread and all the rules are listed
Originally posted by ColdWizard
2. Special stipulations
2a. Not Allowed: Taking too long on your turn without good reason, Stealing Shields (see section 5.), unsinkable boats and non-crashing aircraft, contact with ai (see below), city bribes (see below), alliances, wonder trading, unit teleporting (includes caravans), tech trading, blatant cheats (map peeking, non-unit creation, sabotage proofing, cheat-o-matic, lag-related cheats, etc.), caravan re-homing, selling improvements/disbanding units after losing the city/unit, building the Great Wall in games of 3 players or less, hard feelings.
Contact with AI - One more addition when someone drops and the AI takes over. You many not initiate contact and you must refuse all contact with the AI.
NO city bribe - If the barbs take a city, you OR anyone else may bribe it. BUT, If someone drops out of the game and the AI takes over, and bribes one of your cities. Only the person that owned the city may bribe it back, since it normally shouldn't have been bribed in the first place. AND others should refrain from conquering the city until the original players has taken back control.
2b. Allowed: Incessant whining (see below), automated settlers, incremental buying, black clicking, tech stealing agreements, trade agreements (to allow caravans to be delivered), all other player arrangements (any agreements can broken when advantageous), all wonders (Great Wall is only allowed in games with 4 or more players, other wonders may be banned in duels on player agreement), pre-worked settlers, selling improvements/disbanding units before losing the city/unit, diploguiding, Scouse Gits' Magic Hut Finder Program (see below).
2. Special stipulations
2a. Not Allowed: Taking too long on your turn without good reason, Stealing Shields (see section 5.), unsinkable boats and non-crashing aircraft, contact with ai (see below), city bribes (see below), alliances, wonder trading, unit teleporting (includes caravans), tech trading, blatant cheats (map peeking, non-unit creation, sabotage proofing, cheat-o-matic, lag-related cheats, etc.), caravan re-homing, selling improvements/disbanding units after losing the city/unit, building the Great Wall in games of 3 players or less, hard feelings.
Contact with AI - One more addition when someone drops and the AI takes over. You many not initiate contact and you must refuse all contact with the AI.
NO city bribe - If the barbs take a city, you OR anyone else may bribe it. BUT, If someone drops out of the game and the AI takes over, and bribes one of your cities. Only the person that owned the city may bribe it back, since it normally shouldn't have been bribed in the first place. AND others should refrain from conquering the city until the original players has taken back control.
2b. Allowed: Incessant whining (see below), automated settlers, incremental buying, black clicking, tech stealing agreements, trade agreements (to allow caravans to be delivered), all other player arrangements (any agreements can broken when advantageous), all wonders (Great Wall is only allowed in games with 4 or more players, other wonders may be banned in duels on player agreement), pre-worked settlers, selling improvements/disbanding units before losing the city/unit, diploguiding, Scouse Gits' Magic Hut Finder Program (see below).
Just a point, and while it is now clear to me, I am not sure it will be clear to others in the future without changing the first post.
Sparrowhawk
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