Welcome to the Genetess V1.00 Rules Submitting Orders page.

Genetess V1.00 is currently run by hand, but at some time I may wish to automate the game. For this reason, and to avoid any misunderstandings the format of the orders players submit to Genetess V1.00 is explicitly defined. To send in your order simply reply to the turn e-mail you receive with a simple 1 line text order.

Pass Order
On receiving your turn e-mail from the game account you will be able to see if it is your turn to move, and if so when the deadline is for that move. If you miss the deadline then don't worry, your King will continue to accumulate E and you can simply move next time. In fact you may sometimes not want to move at all in which case you can explicitely pass, which has the same effect as being times out but prevents the game waiting a couple of days for your deadline to expire. The syntax for the pass order is :-

PASS

All other Genetess V1.00 orders require you to specify 1 or more squares on the Genetess V1.00 Original board. This is done using the grid reference of the square, e.g. D5.

Move Order
The most common order in Genetess V1.00 is the move piece order. This is constructed from the starting grid reference of the piece to be moved, followed by the direction or directions the piece is to move, separated by the "-" character, using the direction abbreviations N, S, E, W, NW, NE, SW, SE. The full syntax for the move order is :-

MOVE D5 N-N-N-E-NE

Create Order
When you want your King to create a new piece you use the create order. This is constructed from the grid reference on which you want the new piece to be created (which must be adjacent to your King) and the genetic sequence of the new piece. The new piece must be created on an empty square (although it can be created on a special square, and if the piece being created contains the O code then it can be created on an interior wall which will be immediately changed into an empty square). The full syntax for the create order is :-

CREATE F7 ABBCF

Advance Orders
Sometimes you may know in advance that you will not be around when your next turn comes up, e.g. on holiday. In these cases you have two options. One is simply to go away, let your deadline(s) expire, and come back to see what's happened - you don't have to tell me you're going away, the deadline system will take care of keeping the game moving. The second option however, is to line up some advance moves that will automatically be processed when your turn comes around. There's no limit to how many advance moves you can line up, nor is the type of move restricted. Any move listed above can be entered as an advance move simply using the syntax :-

ADVANCE "move"

where "move" is simply one of the correct syntaxes shown above. Note however that it is NOT possible to enter conditional advance moves such as "if G5 is empty then move G7 N-N", such moves will simply be ignored. Advance moves are always processed as soon as it is your turn. Advance moves are processed in order, and if one advance move fails (e.g. tries to move through another piece without the E genetic code) it will be discarded and the next advance move tried. When you return from holiday and no longer wish your advance moves to be processed you can cancel them using the syntax :-

CANCEL ADVANCE

Code Specific Orders
As well as the general orders listed above, a series of code specific orders can be used when you have pieces containing the appropriate genetic codes. All of these orders are described along with the genetic codes themselves on the "pieces" page of the rules.




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