Here are my draft regulations for the annual Birthday Tournament.

I intend, Without 3 Objections, to enact the following — modified from
previous Birthday regulations and a variety of rulesets for Diplomacy,
primarily those of EPCC [0] and the official rules [1] — as the
regulations for this year's Birthday Tournament.

0.  P.S.S. CANNOT win this Tournament or become a Contestant. P.S.S. is
the Gamemaster and Judge of this game.

1.  Until July 7 or 7 days after the promulgation of these rules,
whichever is later, any person CAN enter the contest (becoming a
Contestant) by announcement, on eir own behalf, as long as no more than
six other persons have already done so.

2.  The Gamemaster CAN cause any person to cease to be a Contestant by
announcement. The Gamemaster CAN cause any consenting person to become a
Contestant by announcement. The Gamemaster CAN, by announcement, amend
the  gamestate by substituting one Contestant into all instances of
another  Contestant. If fewer than seven persons have become
Contestants, the Gamemaster CAN replace the text of these regulations
with appropriate regulations for a Nomic-inspired game, such as FRC, an
experimental Nomic, or a sub-Nomic. The Gamemaster CAN amend the text of
these regulations arbitrarily in order to prevent breaches of Agoran
custom or rules. The  Gamemaster SHOULD NOT take any actions permitted
by this section unless it is in the best interests of the game.

3. When all contestants except one have been eliminated from the
contest, the  victor is (1) the last contestant remaining. The judge
SHALL then, with 2 days notice, announce them as winners, whereupon they
win the tournament and the tournament is concluded. If the judge
believes that more than one person is deserving of the win, e CAN
announce them all as winners. The judge SHOULD award a badge to all
participants in the Tournament, broadly construed, after the conclusion
of the Tournament unless it has not been completed in a satisfactory manner.

4. The judge is the final arbitor on matters of this tournament, and eir
decisions can overturned if and only if a CFJ finds eir decisions were
made with arbitrary or capricious disregard for the terms of these
regulations. The judge shall adjudicate these regulations in an
equitable manner, with emphasis placed on the intent of the clauses and
the fair treatment of all parties.

5. Sections numbered 0 through 5 CANNOT be amended except according to
the procedures established by Section 2 or the rules of Agora.

6. The game SHALL be conducted on a map mechanically indistinguishable
from that appearing at [2]. The Gamemaster SHALL assign Great Powers to
Contestants according to an equitable and random method.

7. Contestants may seek the assistance of non-Contestants. If any do so,
they  SHALL notify the Judge and publicly announce the identities of any
such non-Contestants and what assistance they will provide. This could
include negotiating on eir behalf, providing feedback on orders, or
drafting proposals on eir behalf.

8. At any time, any Contestant CAN submit a Proposal to change the rules
by announcement. Any Contestant CAN withdraw any Proposal e has
submitted by announcement. When a Proposal has been submitted but not
withdrawn, any Contestant other than the Proposer CAN privately send a
vote to the Judge. When a Proposal has received at least three
non-withdrawn votes in favor, the Judge SHALL, in a timely fashion, and
CAN enact the proposal by publishing the new text of the regulations and
the number of votes in favor and against. The Judge SHALL NOT reveal the
votes of specific Contestants.

9. If in the past three game-years, no province has changed ownership,
the Gamemaster CAN declare the game a draw, with 2 days notice,
concluding the Tournament and announcing all remaining Contestants as
winners.

10. Contestants SHALL NOT offer favors outside of this Tournament in
order to influence the outcome of it. Contestants CAN and SHOULD lie and
engage in deceit for personal gain.

11. There are two types of units: Armies and Fleets.

12. All units have the same strength.

13. There can only be one unit in a province at a time.

14. At the start of the game, each Great Power controls three supply
centers, with the exception of Russia, which controls four. These are
allocated according to the table shown in the official rules.

15. At the beginning of each turn, there is a period, lasting from 0 UTC
until 24  UTC on the same calendar day, in which negotiations should
occur. Following this, there is a period until 12 UTC on the following
day, during which orders CAN be submitted privately to the Gamemaster.
The next turn will begin at 24 UTC on that day, by which time the
Gamemaster SHALL have resolved the orders, according to the rules as
they were at the end of the ordering period and announced the new state
of the game. Orders CAN be submitted during the negotiations period and
can be changed at any time when orders could be submitted. Each set of
orders should specify what eir units will do and how they will retreat
and disband if necessary. When appropriate, orders should also contain
conditionals for the creation and destruction of units. Orders should
specify unit type, one or more provinces, and an action.

16. Each turn represents six months of time. The first turn is called a
Spring turn and the next a Fall turn. After each Fall turn, each Great
Power must reconcile the number of units it controls with the number of
supply centers it controls. At this time some units are removed and new
ones are built. After a Fall turn, if one Great Power controls 18 or
more supply centers, all other Contestants cease to be Contestants.

17. There are four possible orders: Hold, Move, Support, and Convoy. Not
giving a  unit an order is interpreted as ordering it to hold. A Hold
order orders a unit to stay where it is. A Move order orders a unit to
move to a different province. Armies can only move onto adjacent inland
or coastal provinces. Fleets can only move to adjacent water or coastal
provinces. A Move order making use of a Convoy must specify what Convoy
paths it will use or conditionals to determine such. Support orders help
another unit's action, whether or not it is a unit of the same Great
Power. An Army or Fleet can provide support to another Army or Fleet.
Support can be offensive or defensive. A Convoy order orders a fleet in
a water province to move an army from an adjacent coastal province to
another adjacent coastal province.

18. Bulgaria, Spain, and St. Petersburg have separately identified
coasts, between which fleets cannot move. If Fleets occupy adjacent
water provinces, an Army can be convoyed through all these water
provinces on one turn, landing in a coastal province adjacent to the
final Fleet in the chain.

19. If two units of equal strength or which are equally supported are
trying to occupy the same province, all remain where they began. If two
or more units are ordered to the same province, none of them can move.
If two units are each ordered to the province that the other occupies,
neither can move. If an attack is successful, the attacking unit moves
into the province to which it was ordered. If the unit that was attacked
had no orders of its own to move elsewhere, it’s defeated and dislodged
from the province. The dislodged unit must retreat or be disbanded.

20. A unit moves with its own strength combined with all of its valid
supports. Support is cut if the unit giving support is attacked from any
province except the one where support is being given or if the unit
giving support is dislodged.

21. A country can’t dislodge or support the dislodgment of one of its
own units, even if that dislodgment is unexpected. An attack by a
country on one of its own units doesn’t cut support. A convoyed Army
doesn’t cut the support of a unit supporting an attack against one of
the Fleets necessary for the Army to convoy.

22. A dislodged unit must retreat to an adjacent province. Retreats
can’t be convoyed or supported. If two or more units are ordered to
retreat to the same province, they all must be disbanded. If a player
fails to order a retreat when necessary, the unit is disbanded.

23. A country controls a supply center when one of its units occupies
that supply-center province after a Fall turn has been played and
completed. Once a country gains control of a supply center, it can leave
the center vacant and still keep control of it, as long as that center
isn’t occupied by another country at the close of a Fall turn. As part
of eir Fall orders, each player adjusts the number of units it had to
match the number of supply centers it controls. If a country has fewer
supply centers than units, it must disband the excess number of units.
If a country has more supply centers than units, it can place new units
in each unoccupied supply center of its home country that it still
controls. All provinces can build armies, but only coastal provinces can
build fleets.

24. If a player leaves the game or otherwise fail to submit orders on a
given Spring or Fall turn, the Gamemaster SHALL attempt to replace em
with a new Contestant, but if this fails, it's assumed that eir
government has collapsed. Eir units all hold in position, but don’t
support each other. If they’re dislodged, they’re disbanded. No new
units are raised for the country. If a country in civil disorder has to
remove units, the units farthest from the country are removed first. If
units are equally distant, then remove Fleets before Armies and then in
alphabetical order by the provinces in which they’re located.

25. Where these rules are silent, the Gamemaster CAN make use of the
official rules or eir own common sense to ensure smooth play.

[0]http://uk.diplom.org/pouch/Email/ep.house.rules.txt
[1]https://media.wizards.com/2015/downloads/ah/diplomacy_rules.pdf
[2]https://upload.wikimedia.org/wikipedia/commons/a/a3/Diplomacy.svg
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Publius Scribonius Scholasticus, Herald, Referee, Tailor, Pirate
Champion, Badge of the Great Agoran Revival, Badge of the Salted Earth

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