THESE RULES WILL APPLY WHEN THE GAME MASTER HAS TO CORRECT PLAYER'S ORDERS SO THAT THEY MAY GET ADJUDICATED (THEY DO NOT PROVIDE ANY INFORMATION ABOUT THE ADJUDICATION PROCESS).
[By courtesy of General World Masters rules - changes are marked with an asterisk (*)]
I. General Adjudication Rules:
Syntax used by the site is preferred (Hasbro abbreviations).
(* slightly altered)
Players may spell out the entire province or at least a significant part (eg. West Med) and spell out other words in the orders. Any abbreviations that are not ambiguous are acceptable. Additionally a player may submit an individual list of preferred abbreviations with the GM provided that he does it at the outset of the game (or if he is a replacement not later than he submits his first set of orders). Abbreviations found in these lists will not be adjudicated as ambiguous but players are reminded that a small typographical error can change an order significantly (eg. A. Mun - Ber / A. Mun - Bur). Where a player opts to give an individual abbreviations list to the GM, the GM may veto some or all of the abbreviations on this list prior to the deadline for the first turn. Once any additional abbreviations list is agreed between the player and the GM it will be made public to all players at the outset of the game.
(2) Inferred Orders:
If a unit or units of a particular player are not ordered by that player, the GM will not look to the orders of other units for the purpose of inferring an order for an unordered unit.
(3) Movement Orders:
Any unit adjudged by the GM to have been ordered illegally will be presumed to have been ordered to hold. A unit will not be adjudged to have been ordered illegally, if, before the turn was adjudicated, such movement would have been possible with the aid of other units on the board, irrespective of nationality of such other units.
Any unordered unit or units will be considered to have been ordered to hold.
(* - added) (4) Retreat Orders:
Any unit adjudged by the GM to have been ordered illegally will be presumed to have been ordered to retreat off the board. Any unordered unit or units will be considered to have been ordered to retreat off the board.
(5) Multiple Orders for Units:
In the event that a unit is ordered more than once, the last order reading from top to bottom (left to right) of the order set will be used.
(* - added) (6) Civil disorder Orders:
In the event that all orders are missing, the game master will rely on the system to issue the set of orders compliant to these requirements :
a. All units hold for movements
b. All units retreat off the board for retreats
c. No build for adjustments if builds are expected
d. Removal of units according to appropriate paragraph if disbands are expected.
II. Specification of Unit Type, Unit Nationality and Coast in Orders:
(1) Omitted or Inaccurate Designations:
An omitted or inaccurate designation of the type of a unit (A or F) in orders other than build orders will not invalidate the order.
(2) Omitted or Inaccurate Nationality of Units:
An omitted or inaccurate designation of the nationality of a supported or convoyed foreign unit will not invalidate the order.
(3) Missing or Inaccurate Coastal Designations for Fleets:
a. Hold orders: Missing or inaccurate designations will never invalidate hold orders.
b. Movement orders: Missing or inaccurate designations will never invalidate movement orders, except in the following ambiguous situations (the unit will be considered to have been ordered to hold):
F Mid-Atlantic Ocean - Spain
F Portugal - Spain
F Constantinople - Bulgaria
(* - changed) c. Support orders: Missing, inaccurate or conflicting designations will never invalidate support orders, except in the following ambiguous situations (the unit will be considered to have been ordered to hold):
(Whatever unit) Supports F Mid-Atlantic Ocean - Spain
(Whatever unit) Supports F Portugal - Spain
(Whatever unit) Supports F Constantinople - Bulgaria
III. Adjustment Orders:
(1) Omitted Build Designations:
If a player fails to designate the type of unit to be built in a build order, no unit will be built based upon that order if the Supply Center specified by the player can produce armies or fleets, but an army will be built if the Supply Center can produce armies only, except that if a legal coast is specified, a fleet will be built on that coast.
(2) Excess Builds or Disbands:
If a player attempts to build or disband more units than the position would allow, the builds or disbands will be followed in order, from bottom to top (right to left) of the order set until the correct number of builds or disbands are reached.
(3) Multiple Builds in a Center:
If a player attempts to build more than one unit in a single turn in the same supply center, the first build order, reading from bottom to top (right to left) of the order set will be followed.
(4) Civil Disorder Removals:
When a removing player fails to order sufficient removals, the GM removes further units to meet the required number. He removes first the units that stand most distant from home. To measure the distance from home, an army counts the smallest number of moves it would have to make to reach a home center in its own country, if it were the only unit on the board and if it had the fictional ability to enter both bodies of water and land provinces (but not Switzerland); a Russian army in Constantinople, for example, would stand two spaces distant from home. A fleet measures the distance from home a little differently: it counts the smallest number of legal fleet-moves it would have to make to reach a home center in its own country, if it were the only unit on the board, but with no fictional ability; a Russian fleet on the south coast of Bulgaria, for example, would stand three spaces distant from home. It does not matter for this purpose, incidentally, whether a foreign Power controls the nearest home center; in the examples, the Russian army and the Russian fleet could still trace routes to Sevastopol, even if Turkey presently controlled that center.
When an army and a fleet stand equally distant from home, the GM removes the fleet before the army. When two units of the same kind stand equally distant from home, the GM removes first the unit that stands in the space whose name comes earlier in alphabetical order.
(* - changed) For the purposes of this rule, the names of the spaces and provinces are those of the three letter abbreviation used by the system.
(5) Impermissible Designation in Build Order:
If a player orders a fleet to be built in a Supply Center that cannot contain a fleet, no unit will be built based on that order.
(* - added)
If a player orders to build an army on a coast where a fleet could be legally built, nothing will be built.