International Netrek League Rulebook
Last updated 10/25/01
Document home: http://www.inl.org/rulebook.html
- The standard game length will be 60 minutes.
- Two captains may agree to play a 90-minute game instead of
a 60-minute game. Both captains must agree to do
this; a request by one captain need not be honored.
- The game will be considered won by the team that has at least
11 planets, if their opponent has no more than 8 (with one
planet independent) at the end of regulation time.
- If neither team has won at the end of regulation time, all players
will be obliterated and there will be a sudden-death
overtime period of 30 minutes for a 90-minute game, or 20
minutes for a 60-minute game. If there is still no victor
after the overtime period, the game will be declared drawn.
- All games must be played using the Vanilla Server version 2.9pl7 or higher.
The server is available from
ftp://ftp.netrek.org/pub/netrek/servers/vanilla/
- The server will not be changed, excepting bug fixes, during
the regular season.
- All games must be played using a bronco-blessed binary from one of
the FTP sites listed in the Netrek FTP List, or a binary compiled from
source from one of said sites. Source must be unmodified; only
modifications necessary to compile the client on a different platform
are allowable. No combat or informational cyborgs are allowed.
- The following features are expressly illegal in INL games:
- Keys which turn your ship independently of the mouse
- Beep-Lite
- At least 8 players must be listed on each team's roster.
- No player may be listed on more than one roster.
- a player may serve as a non-playing coach for a different
team with the approval of the INL Council. Such a coach
must be listed on the team's official roster.
- There is no limit to the number of players that may be listed.
- Roster changes within 24 hours of a match must be OK'd by
the opposing captain.
- Players must play under their most recognizable name, or a
substitute approved by both the INL Council and the opposing
captain. Opposing captains may demand that players use their
most recognizable name.
- Each season will have a trade deadline posted with the schedule.
Before the deadline, players may switch teams according to
the above rules. After the deadline, players may not change
teams.
- If fewer than 8 players show up for a scheduled game, the team may
be expected to play short.
- The team may draft players, but only with the approval of the
opposing captain.
- These players may not be members of other INL teams.
- The opposing captain must approve all substitutes drafted in
this manner; he may decline to allow a particular sub, with no
justification required.
- Each team is allowed two observer slots for extra players or coaches.
- Players from other INL teams may observe an INL game, but:
- The opposing captain must approve any observers not on the official
team roster.
- A team may allow its opponent to use extra observer slots, but is
not required to do so even if an empty slot is available.
- All games must be played by the deadline listed in the schedule.
- Games not completed by the scheduled date may be declared
double forfeits.
- Appeals for deadline extensions should be mailed
to inlcouncil@csua.berkeley.edu.
Don't do this without a good reason, please.
- Scheduling games is the responsibility of both teams.
Failure of one team to show up for a game does not
absolve the other team of their responsibility; both teams
must continue to try to schedule the game until the
end of the season. A team will be awarded a forfeit
only if they are able to show that they made good faith
efforts to schedule the game, even after the first
scheduled date fell through.
- Forfeits due to scheduling problems are decided
only by the INL Council, and only at the end of the
season.
- These rules are intentionally vague. If you don't
want to worry about a double forfeit, keep trying to
schedule your games.
- Rules on server features
- Timeout: Each team has one timeout of 5 minutes.
- Timeouts may be requested at any time. Their effect is usually delayed,
sometimes by as long as 5 minutes.
- Both captains may agree to continue the game before the 5 minutes of
the timeout have expired.
- Neither captain is required to continue the game before the 5 minutes
of the timeout have expired.
- Pause: Should be used only to stop the game to deal with
server or network problems.
- The game should be continued as soon as the problems are solved.
- All pause requests should be honored by the opposing captain as soon
as possible, allowing some time for completion of a given engagement.
- Pausenow: Same as Pause, but should be used only when Pause
is insufficient (whole team busts, opposing captain busts, opposing captain is
refusing to honor a reasonable Pause request).
Go to:
[ The INL Home Page ]
[
The Netrek FAQ ]
Contact Tom Holub (doosh@best.com) if
you want to update the information on this page, or have any questions
about the INL or netrek in general.