overview:start
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- | ==== Mailing Costs ==== | ||
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- | It is still possible to play the game by sending and receiving your turns in the post. | ||
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- | There are two ways of paying for your mailing costs throughout the season, either by submitting an SAE | ||
- | each session, or by paying for a whole seasons mailing in advance. The latter option will cost you just | ||
- | £7.50 (£9.50 Overseas) for the whole season, while the former means that you MUST submit an SAE | ||
- | each session, and be liable to a £1.00 surcharge that is needed as we try and stem the rising tide of | ||
- | players who cannot be bothered to do either. Be warned; if you don’t pay for your mailing, and don’t | ||
- | submit SAE’s, then you will find that it gets very expensive! | ||
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- | ---- | ||
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- | ==== Turnaround ==== | ||
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- | We aim to keep the game to a four-week turnaround for postal leagues, fortnightly for email leagues so | ||
- | that you gain the maximum enjoyment from our product. Each session your squad sheet will inform you | ||
- | of the next RETURN-BY-DATE, | ||
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- | Any orders arriving twenty-four hours after this date will be deemed late and you will receive one less | ||
- | automatic Success Point [SP] on the following session, so it is up to you to return your orders swiftly to | ||
- | keep the SP’s flowing. Your turns will generally (all things allowing) be processed the day after the | ||
- | RETURN-BY-DATE and if we do not have your orders then we will use the NO MANAGER RULES (below). | ||
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- | Hopefully your next turn will be back in the post a day or two after that so that you will have plenty of | ||
- | time in which to return your next set of orders. If you have trouble in meeting deadlines, it might be | ||
- | wise to submit a set of stand-by orders for us to follow, rather than use the No Manager rules. This will | ||
- | save you precious SP’s, and will allow you to make a rough guess on what team will actually make the | ||
- | park for any missed games. At the start of a new season, you will be sent a standard orders sheet | ||
- | anyway, and if you choose not to use it, then that is up to you. | ||
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- | ==== Missing Manager Rules ==== | ||
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- | If a manager misses a session and doesn’t submit orders then the computer will select his team for him | ||
- | (unless he has submitted stand-by orders), but this tends to be done with little tactical thought, so your | ||
- | team will not do as well as if you had selected it (at least, usually!!). No success points will be allocated | ||
- | to training during that session; all available SP’s are converted into cash at a rate of 100K per SP instead. | ||
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- | Obviously, missing turns is not going to help your team building very much! | ||
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- | If a second session is missed then we will assume that you have dropped out of the game and a new | ||
- | manager will be sought to take over the management of your team. Game over! | ||
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- | ---- | ||
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- | ==== Disputes ==== | ||
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- | If you feel we have made a major mistake somewhere, or there appears to be an error made concerning | ||
- | your orders, then please include some documentary evidence (turn sheets, printouts, etc.) when | ||
- | contacting us about it. Without these we have no way of checking your claims and any errors cannot be | ||
- | rectified. We reserve the right to overrule any claims if we consider it necessary and our decision is final. | ||
- | Please don’t ask for a whole session to be re-run if the error is one that cannot easily be put right. We | ||
- | will do all we can to rectify mistakes on our part, but we obviously cannot do anything that will | ||
- | adversely affect the other players in the game. Such errors are very rare indeed, and though they do | ||
- | occur, we hope that you will never be the victim of one. Finally, please remember that we are human, | ||
- | and with the sheer volume of data entry involved in KICKABOUT, we cannot claim to be 100% accurate | ||
- | for 100% of the time. | ||
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- | To err is to be human after all! [Rumour has it the GM is an alien though]!!!!! | ||
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- | ---- | ||
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- | ==== Tailpiece ==== | ||
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- | This rulebook is only an outline of what the game of KICKABOUT contains. Much of the game revolves | ||
- | around the Newsletter, and it is from here that news, rules and ideas flow. Things such as the Kickabout | ||
- | Weekends breathe additional life into this already fascinating game, while your fellow managers are also | ||
- | a source of news and views, and you will receive the names and contact addresses of these with your | ||
- | start-up materials and fixture lists. Contacting them to arrange deals, friendly fixtures or just for an | ||
- | exchange of ideas can prove as much fun as the game itself. | ||
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- | Whatever you get out of KICKABOUT, we feel sure that you will come to see why the game is regarded | ||
- | as the most complex, rewarding and fulfilling of its kind on the PBM market today. Good Luck with your | ||
- | side, and may you reap the rewards your planning and luck deserve. | ||
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- | (This rulebook updated with the help of Graeme `Councilor’ Miller) |
overview/start.1588024455.txt.gz · Last modified: 2020/04/27 22:54 by stripeyjoe