Rival Alliances - Special Rules
(As revised during the evolution of the Universe.)
The Special Rules for Rival Alliances are as follows:
(1) The Rival Alliances Universe is part of a Continuing Saga which
started in Web of Intrigue. Leaders from Web of Intrigue are allowed
to join Rival Alliances under their old names, by notifying the
Moderator.
(2) Negotiation Phase: No Alliances may be publicly declared
prior to Turn 25. Alliances may be declared at any time from the Turn
25 news onwards.
(3) Permanent Alliances: Once a Nation becomes a member of an
Alliance, that membership must be made public, and it is permanent:
nations may not leave an alliance unless the alliance has only
one member.
(4) Maximum Size: The maximum size of an alliance is the largest of
(a) 4 nations, (b) 1/5 of the nations in the game (rounded down),
or (c) the alliance's current size (for existing alliances
in a shrinking universe).
(5) Single-Alliance Victory: To end the world, a single Alliance
must meet the standard victory conditions and "win". Or, the Universe
may be restarted by a New Era vote (no one "wins").
(6) Choose Your Path (original nations): This universe is about
Rival Alliances, and therefore all Leaders of mature, full-size nations
(those with at least 10 regions) are expected to either become members
of an Alliance of their choosing, or to eschew the Alliance option for
good. Leaders owning 10 or more regions according to the Turn 36 newspaper
have until the update which sends out the Turn 40 newspaper to choose
Alliance partner(s) and declare their Alliance membership per the
rules, or else to choose to remain permanently Non-Aligned (see below).
(7) Choose Your Path (new nations): After Turn 36, once a nation
reaches 10 regions in size, it has 5 turns to either (a) be publicly
invited to join an existing alliance, publicly accept the invitation,
modify its name, and thus join the alliance, (b) start a new Alliance,
or (c) decide to remain permanently Non-Aligned (see below).
(8) Non-Aligned Nations: Rather than joining an Alliance, a Leader
may choose NEVER to become a member of an alliance. The Leader's
nation will instead become a permanent member of the Non-Aligned Nations.
The Non-Aligned Nations are all independent (NOT an Alliance), and thus
not eligible for an Alliance victory. Non-Aligned Nations are free
to act as they wish (and cooperate with nations in Alliances at times),
but only Alliance members are part of an Alliance Victory.
To join this group, a Leader simply adds "NA" to the end of his/her
nation's name.
(9) Two Announcements Per Turn: All Leaders are limited to two (2)
global announcements per turn.
(10) Unlimited Private Messages: Unlimited secret messages are
allowed. Sharing of email addresses and communication by direct email
is also allowed (unlike in Quest for Supremacy).
(11) Moderator Privilege: These rules will be enforced as interpreted
by the Moderator, and may be modified by the Moderator at any time if
needed.
This Universe is now officially underway!
The Moderator
P.S. Alliance members give up some freedom in exchange for team
membership and a shot at the big victory title. Non-Aligned nations
remain free agents and can do what they please, but lose the chance
of taking over the universe as part of a team. Sooner or later,
one alliance will control enough regions that the rest of the universe
will have to decide whether to fight them or let them win.