Rules are subject to change. If you think something needs fixing, please email help@cebturf.com.
The Basics
Welcome to CEB Turf (aka CEB Risk). The twelve houses of Harvard compete for control of the campus. Anyone with a @fas.harvard.edu e-mail address can create an account and join a team. There is a limit of one account per player -- creating additional accounts will result in the player being banned from the game. Each player is assigned a small number of armies, which they can move around the map and conquer territories for their team. Armies will carry out their assigned orders when turns are processed. This takes place three times a day: noon, 6pm, and midnight. Once a turn begins processing, you cannot issue any more orders for that turn and must wait until the turn finishes processing before you can issue orders for the next turn. The first turn will be processed May 3rd at 6pm. The team that conquers all the territories wins.

Starting Positions
The starting positions for each team will be determined by a representative (War Minister) of that team on May 2nd at 2pm, location TBA. Each player can vote for a War Minister for their team (see Political Standing below). The player on each team ranked highest April 30 (Wednesday) at 2pm will be contacted by us soon afterwards. We will then arrange a time for the War Ministers to meet and take turns picking starting territories for their respective Houses. More details as they become available.

Political Standing
You can vote up or down other players on your team. You are allowed one vote per player and cannot vote for yourself. Up votes for someone increase their standing while down votes decrease their standing. The effect of your vote is 10 + the number of people voting for you - the number of people voting against you. Therefore, your vote counts more if more people vote for you and less if people vote against you.
If your political standing drops below zero, you will not be able to give orders to your troops until someone votes you back up again. The player with the highest political standing is recognized as that team's War Minister by the game admins and has the power to edit "standing orders" visible to the rest of the team.

Placing Troops
Players may place armies in any territory controlled by their team. This happens immediately and is visible to all players, even those on other teams. A territory is controlled by a team if that team has at least one army on that territory. Should that army leave the territory, they will lose control of it. Only one team may occupy a territory at a given time.

Ordering Troops Around
Players can order their armies to either MOVE to a friendly or ATTACK a hostile connected territory. Territories are considered connected if they are adjacent or are connected with a dotted line. Any remaining armies will DEFEND a territory from possible attack.

How Turns are Processed
1. All MOVE orders are processed first. Troops arriving in a territory count as defenders for that territory for upcoming battles during the turn. They do not defend the territory they are leaving.

2. ATTACKs are processed next:

a. Attacks are processed in random order, army-by-army. Figuratively speaking, think of each attack by one army as a card. These cards are then shuffled.

b. A "card" is pulled off the top of the deck. The selected army carries out its attack.

c. A random defending army is selected from the defending territory. If there are no defending armies left, the attacking army moves into the territory and defends the territory from attack by other teams that may be attacking it.

d. There is a 45% chance the attacker wins and a 55% chance the defender wins.

e. If the attacker wins, the defending army is killed off. The attacking army's "card" is then placed at the bottom of the deck to be played again.

f. If the defender wins, the attacking army is killed off.

g. This repeats until all the "cards" have been played.

Bonuses
Every player starts out with two armies. After every turn, players get additional reinforcements to place on the map.

PARTICIPATION BONUS: Every player gets one army each turn by default.

CONQUEST BONUS: If a team successfully takes a territory from another team (and holds it), then every player on that team gets an additional army. Note that taking unoccupied territories (including territories vacated right before an attack) do not count as conquests. The exception is if two teams attack an unoccupied territory at the same time.

TERRITORY BONUS: Each teams gets 4 times the number of territories they control as a bonus. This is distributed randomly among the players.

ELIMINATION BONUS: Eliminating another team from a game results in a bonus of two times the number of players on the opposing team. This bonus is distributed randomly among the eliminating team.

CONTINENT BONUS: Teams can get bonuses by controlling certain sets of territories. The game admins reserve the right to escalate these continent bonuses as necessary to speed up the game. This bonus is distributed randomly among players on the occupying team. The initial bonuses are:

  Harvard Yard  180
  Quad  60
  Allston   60
  West River    120
  East River    100
  Gold Coast    140
  Radcliffe     80
  Hogwarts (Mem Hall Continent)     80
  Law School / Engineering  140
  Bio Labs / Divinity school    100


Questions?
Email help@cebturf.com