Player A creates his gmv file and sends it to everyone in the game who
run the file and incorporates the changes.
Player 2 then creates his gmv move and sends it to everyone in the game 
who run the file and incorporate the changes.
Everyone gets all the gmv files and run them. They should never have to
accept a game state. Their game should always be up to date. That way
they can also check and see that:
a - everyone understands the rules and is playing correctly.
b - When someone discovers a new race you see who it is and how they
handled it. In a multiplayer game you can miss quite a bit of information
if you just accept the game state from the post just before your move.
Especially in a game where there are cards played or an ongoing auction.
Just accepting the current state will not show way the turn played out.
In Merchant of Venus you could miss the pickup of goods and wind up
heading for a system where there is nothing left to pick up. And you
could miss factory builds, station placements, things like that.

Also, if the game asks you to accept a game state you know something
wrong has happened with a move. You have missed a turn, or someone has
skipped sending a turn.

It seems to be a good idea to label the file sent as to turn and player
so it can be kept in order. That way, if you have to go back through some
turns you will know the correct order. Something like P1T1A for player 1,
turn 1 first part. Some games require multiple mailings in a turn, such
as a battle being decided by multiple card plays or bids in an auction
format.

Russ Anderson


On Wed, 13 Feb 2008 17:58:01 -0600 "Chris Fawcett" <[EMAIL PROTECTED]>
writes:
> Turn 1
> Player A does turn and sends PA1.gmv to Player B.
> Player B does turn and sends PB1.gmv to Player C.
> Player C must accept game state from PB1.gmv file, then does turn 
> and sends
> PC1.gmv to Player A.
>  
> Turn 2 
> Player A must accept game state from PC1.gmv file, then does turn 
> and sends
> PA2.gmv to Player B.
> Player B must accept game state from PA2.gmv file, then does turn 
> and sends
> PB2.gmv to Player C.
> Player C must accept game state from PB2.gmv file, then does turn 
> and sends
> PC2.gmv to Player A.
>  
> etcetera...
> 
> 
>   _____  
> 
> From: [email protected] 
> [mailto:[EMAIL PROTECTED] On
> Behalf Of jamida
> Sent: Wednesday, February 13, 2008 5:54 PM
> To: [email protected]
> Subject: [CBML] Multi player (more than 2) question
> 
> 
> 
> 
> Let's say I want to set-up a 3 player game. I know when I generate 
> the
> gam files I'll have 3 automatically created for me and the dialog 
> box
> says to email each player their own gam file. What I'm curious 
> about
> is what gmv file does the 3rd player get?
> 
> PlayerA takes his turn and sends the gmv file to PlayerB (call it 
> PA1.gmv)
> PlayerB opens his own gam file and uses it to replay and approve 
> the
> PA1.gmv file. He then takes his turn and stores that in PB1.gmv.
> 
> My question is... what does PlayerC do? I assume he opens his own 
> gam
> file and since this is the initial state of the game I further 
> assume
> he has to play back both the PA1.gmv and PB1.gmv file, and approve
> them both?
> 
> He would then send PB1.gmv and PC1.gmv to PlayerA.
> Player A would then approve both and send PC1.gmv and PA2.gmv to
> PlayerB. And so on?
> 
> Note, cyberboard appears to be a really great piece of software. 
> Since
> the system asks you how many players there will be when it 
> generates
> the gam files ... it *could* be the case that the system is also 
> smart
> enough to allow just one gmv file to be circulated around...
> remembering that PlayerC hasn't approved PlayerA's move nor 
> PlayerB's
> move, so I thought I'd ask this question.
> 
> Thanks
> 
> Mike
> 
> 
> 
>  
> 
> 
> 
> [Non-text portions of this message have been removed]
> 
> 
> 
> To change your delivery settings, go to 
> http://games.groups.yahoo.com/group/CyberBoardML. 
> Yahoo! Groups Links
> 
> 
> 
> 
> 
 

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