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RUGBY LEAGUE BREAKOUTWHAT EMAIL WAS INVENTED FOR |
| Rugby League Breakout is one of a series of games that include Football, American Football, Australian Rules Football, Rugby League, Cricket, Baseball, Basketball, Ice Hockey, Formula One as well as Sci-Fi, Historical and Business games. For information on our other games visit our info-website at www.pbmsports.com. |
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2 GENERAL RULES2.1 LOSING POINTS Losing points (usually abbreviated to LPs) are the "currency" of the game. LPs are used for coaching and other actions, as well as signing new players. Losing points are so named because the more you lose, the more you get. Your income each turn (once the game has started) is 2 LPs if you won, 3 LPs if you drew, and 5 LPs if you lost. In non-competitive pre-season games your income is 3 LPs, whatever the result. Note: One way the game is different from real life is that the worse you play the richer you get. This is essential if the game is to remain interesting. In league games that don't have a "balancing mechanism" the most successful teams get richer and it gets harder and harder for the other teams to catch up. In games with a "parity" rule like this one, the better you do the bigger the challenge next time around. It can be hard going when the other teams catch up with you, but then the rule starts to work in your favour to help you fight your way back again. 2.2 THE GM The "GM" (either Games Master, according to obscure tradition, or General Manager if you prefer to avoid the jargon) is the person responsible for the operation of the game. In normal terminology the GM would be called a moderator, or an umpire. The game is actually processed by computer, but is supervised by the GM. The name of your GM is given in the game report. 2.3 GAMESTART In a new league starting from scratch coaches are assigned to the league as they arrive. There is usually a delay between joining the game and it being ready to start, but during this time you can select your initial squad (see section 9) and play individual "warmup" games (see 9.4). If you join a league that is already in play (this is always the easiest and quickest way to start) then you go straight into action with the team as it stands. 2.4 DEADLINES There is a deadline for each round of games, usually either one or two weeks apart (same leagues do one, some the other) on the same day of the week. Your orders should arrive before the deadline, or at the latest by noon on deadline day. Games are normally run on the deadline day and are sent back the same day. Late Orders: If your orders arrive late then they are set aside. If no orders arrive from you for the next deadline then your late orders are used instead. If new orders do arrive then your late orders are discarded. Under no circumstances will two sets of orders be processed together. If you miss a turn you cannot make it up. 2.5 MISSED ORDERS If you miss a deadline the computer will write a set of orders for you. It will usually not do very much, if anything. If the computer decides a player has dropped out of the game then the "missed orders" routine expands to become much more active. 2.6 TURNSHEETS There are two different ways of submitting your orders. If you want to post or fax your turn you should use the printed turnsheet at the back of your game report, but there is an extra charge for using this (because we have to take time typing them in to the computer). The normal way to send your orders is by using the online turnsheet on our website. Think BEFORE you start filling in the turnsheet. We recommend you write out your plans on another sheet of paper and transfer the final version to your turnsheet when you're finished (if you're using the online turnsheet then it would be a good idea to use the printed turnsheet for your draft). Please try to write your orders as neatly as possible, as we will not correct errors that result from poorly written turns. 2.7 PLAYER MESSAGES The turnsheet also includes a section for player messages, which are published in the game report (for everyone to see). All messages are identified by the computer according to who sent them, and our normal restrictions apply (i.e. keep it clean and fair). Be aware that a proportion of players in a game like this will be quite young (including very young ones playing with the help of parents etc), and people do not expect to see "adult" content in a sports game. Next Chapter - 3. Players and Squads |
| Software Simulations, P.O. Box 2758, Yeovil, Somerset, BA20 2XH, United Kingdom. Email: peter@pbmsports.com |