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Days of Decision II
How to run the game by email

  1. Initiative (skip turn 1)
    1. All allocate bid points, encrypt information and mail to all players.
    2. When last message received, all players send out passwords.
    3. Last sender decrypts messages, determines results & sends new status.
    4. Democrats specify yielding positions. If changes, send new status.
  2. Political Affairs
    1. Current player increments version number.
      Indicates option played (update Opt Played/One-Time Options)
      Indicate prerequisite
      Pays for it (update money track).
      Updates minors.
      Updates US entry.
      Applies Effects (update applicable information).
      Get Dice Roll from Dice Roll Server if option requires it.
      Activates 1 minor and applies modifiers (update minor position).
      Sends out new status.
      Gets Dice Roll from Dice Roll Server to see if turn ends.
      If turn ends, go to C.
      Else if current player has another option, he performs 1.
      Else next player performs 1.
  3. Bonus Bid Points/Weather
      Player who ends turn calculates bonus bid points,
      Sends to Dice Roll Server for weather result,
      If (D) will be skipped, calculates all major power and civil war incomes, increments version number and sends out new status.
  4. Military Affairs (often skippable)
    1. Player with initiative 8 sends out naval orders.
    2. Player with initiative 7 sends out naval orders.
    3. Player with initiative 6 sends out naval orders.
    4. Player with initiative 5 sends out naval orders.
    5. Player with initiative 4 sends out naval orders.
    6. Player with initiative 3 sends out naval orders.
    7. Player with initiative 2 sends out naval orders.
    8. Player with initiative 1 sends out naval orders.
    9. Player with initiative 8 sends out naval attacks.
    10. Player with initiative 7 sends out naval attacks.
    11. Player with initiative 6 sends out naval attacks.
    12. Player with initiative 5 sends out naval attacks.
    13. Player with initiative 4 sends out naval attacks.
    14. Player with initiative 3 sends out naval attacks.
    15. Player with initiative 2 sends out naval attacks.
    16. Player with initiative 1 sends out naval attacks.
    17. Player with initiative 8 sends out land orders.
    18. Player with initiative 7 sends out land orders.
    19. Player with initiative 6 sends out land orders.
    20. Player with initiative 5 sends out land orders.
    21. Player with initiative 4 sends out land orders.
    22. Player with initiative 3 sends out land orders.
    23. Player with initiative 2 sends out land orders.
    24. Player with initiative 1 sends out land orders.
    25. Player with initiative 8 sends out land attacks.
    26. Player with initiative 7 sends out land attacks.
    27. Player with initiative 6 sends out land attacks.
    28. Player with initiative 5 sends out land attacks.
    29. Player with initiative 4 sends out land attacks.
    30. Player with initiative 3 sends out land attacks.
    31. Player with initiative 2 sends out land attacks.
    32. Player with initiative 1 sends out land attacks.
    33. Each player with an attack sends encrypted commitment orders to all.
    34. After last orders sent, each player sends passwords.
    35. Last sending player decrypts all and resolves.
      Calculates all major power and civil war incomes.
      Sends new status to all.
  5. Production
    1. Each player sends encrypted AP,NP,BP builds to all.
    2. After last orders sent, each player sends passwords.
    3. Last sending player decrypts all and resolves.
      Determines whether any conquests have occurred.
      Checks Naval Treaty ratios and possibly adjusts PE values.
      Checks whether game has ended.
      Updates Turn.
      Sends new status.
      Resume with A.

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