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Game GALILEI Rules
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1. Basic Rules (6 players)
2. Purchase of Master Art allows immediate discard. Further discards take place as usual
3. REDUCED LUCK GAME
   3.1 The cards are public, and one selects which card wants when it is his turn to draw 
       a card among those available. In ftf games it can be ruled that cards may remain
       hidden after taken, but in PBEM games one can keep record of it, so let's make
       it public.
   3.2 At the start, no card is dealt. Instead, the players bid 2 simultaneously quantities 
       (one for card and another for capital) as normal with the highest bidder in each 
       category getting first to chose card (first) and capital (later) and so on. In case 
       of ties global bid will be taken into account. In case of double tie, the first 
       message received goes first.
   3.3 Shortage/surplus rolls are decided by players in next way. The players in positions
       1&3 and 2&4 in turn order secretely record a number from 1 to 6, and players in 5&6
       position decide it between shortage and surplus simultaneously all. Then, the result
       for 1&3 with 5, and 2&4 with 6 determines the result. The only condition is that a 
       same player cannot determine more surpluses (respectively shortages) than shortages
       (respectively surpluses) in difference greater than 1. That is, after determining
       his first shortage or surplus, the next time he is in 5th or 6th position, he is
       bounded to determine the opposite. In case of players chaosed, the player occupying
       a position 3 greater than him will act twice.
   3.4 In battle, dice are rolled normally, but a recorded history of previous "good" and 
       "bad" results is kept publicly. A player will score positive "luck" whenever he wins 
       a battle and in an amount equal to the percentange chance of failure. That is, a 
       player acting first will score 1-0.9027 luck points. The losing player will score
       that same amount of negative "luck" points. In case the attacking player loses such
       battle, he would score negative "luck" points equal to the chance of succes, and the 
       defending player will score that same amount of positive "luck" points. This system
       mantained turn after turn is a good way to check who has had "good luck" or "bad luck"
       along the game.
   3.5 Once a player has negative "luck" points and he is attacking someone with positive
       "luck" points he can "spend" those negative "luck" points in an amount equal to the
       difference from the succes chance he has, and the succes chance he would have if he
       were one (or more) position(s) less. The amount spent must be lower or equal than
       his negative score, and must also be lower or equal to the positive score of the 
       defending player. The quantity spent must be declared before the combat takes place. 
       This may produce a sure victory result or force a dice roll with better chances than 
       from standard rules. Moreover, if dice are rolled, the result will also produce "luck" 
       points for defender and attacker according to the new odds. Players with non negative 
       "luck" score may not modify tables and players with non positive "luck" score may not be 
       affected by others. For example: In first battle, London attacks Paris being first player 
       and loses. He scores -0.9027 and Paris +0.9027. In that same turn. London attacks Paris 
       again, but now he uses 0.0973 to improve his chances from 90.27% to 100% (as if he had 
       Proselitysm). Thus, his negative score remains as -0.8054. In the same turn, Venice being 
       sixth has lost a battle against Genoa, thus scoring -0.5834, and Genoa that same in positive. 
       In the next turn, London being 6th wants to attack Genoa. He uses 0.3889 negative "luck" points 
       to improve his chances from 41.66% to 80.55%. Then, it is as if he were playing second. 
       His score is now -0.4165 and Genoa's 0.1945. He wins the combat which gives him 0.1945 
       positive luck points and Genoa same in negative. Current score for London is -0.2220. 
       He wants to attack again to Genoa, but even his score is still negative, Genoa's score 
       is non positive, and so, he cannot be affected.
       The idea of the method is that if a player has been mistreated by luck in one dice
       roll, he can get better chances in his next attack against someone who has been 
       benefied by luck, and in a proportional measure to the luck one has had/missed.
   3.6 If the attacking player has a militar advantatge, the difference odds between chances
       of succes are taken from the corresponding table, see D/S Percentages. Same if 
       attacking player owns already Proselytism.
   3.7 The war will also be rolled as usual and "luck" points will be scored as much as the
       chances of getting one step worse than the result achived of less. For example, in an 
       even situation, the result is that the winner gets 1 city. Then he scores 0.5833 
       positive points and the loser scores same in negative. If they tie, both score nothing.
       If the winner gets 5 cities, he has had a "luck" of 0.9722 and the loser same in 
       negative. If the winner had a +2 advantatge but gets only one city, he has had a "luck"
       of 0.2778. No "luck" points can be used to modify the war dice rolls.
   3.8 Cathedral: It is applied exactely as standard rules. Attacks with cathedral application
       do not provide "luck" points, neither positive nor negative.
   3.9 Wind/Watermill: After a combat is won, that is, after a player has taken a city from 
       another player in whatever conditions, a player willing to apply wind/watermill must 
       roll a dice as usual. "Luck" points are a scored either positive or negative as in
       an attack situation, but given that only one dice is used, they go in steps of 0.1667.
       "Luck" points can also be spent here to increase the chances of one getting the change
       of card in the same conditions as the attacks.
  3.10 All decimals are used with 4 exact digits and rounding 4th digit to closest number
       depending on next digit being lower than 5 or not. Thus, 0.16666 is rounded to 0,1667
       and 0.83333 is rounded to 0.8333.
  3.11 But maybe this system is not accurate enough. Let me put an example: a player with 
       a militar advantatge and playing first, loses his attack against a sattelite, thus 
       losing one token. Well, it is bad luck, but it is not a catastrophe. A catastrophe 
       would be losing an attack against a 5-value market and lose 10 tokens. So, in order 
       to portray this, we need not only to compute the wins and loses, but also, to  
       multiply those factors by the number of tokens engaged. Thus, a player losing 4 
       tokens and playing first will score 4x0.9027=3.6108 negative points. Of course, 
       when he tries to use these negative points to improve his chances in next battle 
       against a "lucky" player, he will have to have enough negative points considering
       the multiplying factor of the tokens he is spending (and also the defending player
       must have this same quantity in positive).
  3.12 OPTION: Some may claim that if the defender to which unluck points are applied must
       have enough positive luck points, this favours that people attack those with positive
       luck and leave unattacked other players. All right, let's remove that condition. 
       However, this will not change much since once you apply your unluck to another player
       he scores your unluck and you get leveled. Thus, if he was with little (or even 
       negative luck), he will score now quite "unluck" and he masy easily return you back
       the attack. Anyway, now you have the option to do whatever you want, but it is clear
       that it will be better to attack players which high positive luck which will not be
       able to react with same weapon (until they score negative luck). In fact, this is the
       main idea of the luck leveler. But now, luck in war and Wind/Watermill is undervalued.    
       So, I will rule that the luck you get/loss in war is the chances to get the result you 
       get, but multiplied by the number of tokens of the value of the cities you get/lose. I 
       recall that bad luck cannot be used to improved the chances in a war. However, if there 
       are modifiers on the war, the luck value should be the corresponding to the difference 
       in dice roll, not the cities lost. So, I will rule that only the value of difference 
       will be considered. Which cities are there considered? If the modifier was a +2 remove 
       the biggest and smallest. In case of only a +1 modifier, we will remove the biggest. 
       In case of tie when one player had a positive modifier, that player has had bad luck 
       (consider a city(ies) of value 2). This can also mean that a player with modifier +2 
       may won a war with global difference of +1 and be considered that he has has bad luck! 
       Regarding WW, the score will also be the chances of succes multiplied by 6 (which is 
       more or less the average cost of a card considering those free, those paid in UA and 
       those with tokens).
    Next tables show the odds for moving from one level to another
    "LUCK" POINTS SCORED BY ATTACKER IN COMPETITION WITHOUT PROSELYTISM NOR 
    MILITARY ADVANTATGE. (DEFENDER GETS THE OPPOSITE)
POSITION LOSE WIN
1 -0.9028 0.0972
2 -0.8056 0.1944
3 -0.7083 0.2917
4 -0.6111 0.3889
5 -0.5139 0.4861
6 -0.4167 0.5833
     "LUCK" POINTS SCORED BY ATTACKER IN COMPETITION WITHOUT PROSELYTISM BUT 
    MILITARY ADVANTATGE. (DEFENDER GETS THE OPPOSITE)
POSITION LOSE WIN
1 -0.9306 0.0694
2 -0.8611 0.1389
3 -0.7917 0.2083
4 -0.7222 0.2778
5 -0.6528 0.3472
6 -0.5833 0.4167
    If attacker has proselytism just consider him one row higher.
    NEGATIVE "LUCK" POINTS NEEDED BY ATTACKER IN COMPETITION WITHOUT PROSELYTISM NOR 
    MILITARY ADVANTATGE TO APPLY A BETTER ATTACK CONDITION.
POSITION -1 -2 -3 -4 -5 -6
1 0.0972 - - - - -
2 0.0972 0.1944 - - - -
3 0.0972 0.1944 0.2916 - - -
4 0.0972 0.1944 0.2916 0.3888 - -
5 0.0972 0.1944 0.2916 0.3888 0.4860 -
6 0.0972 0.1944 0.2916 0.3888 0.4860 0.5832
    NEGATIVE "LUCK" POINTS NEEDED BY ATTACKER IN COMPETITION WITHOUT PROSELYTISM BUT
    WITH MILITARY ADVANTATGE TO APPLY A BETTER ATTACK CONDITION.
POSITION -1 -2 -3 -4 -5 -6
1 0.0694 - - - - -
2 0.0694 0.1388 - - - -
3 0.0694 0.1388 0.2082 - - -
4 0.0694 0.1388 0.2082 0.2776 - -
5 0.0694 0.1388 0.2082 0.2776 0.3470 -
6 0.0694 0.1388 0.2082 0.2776 0.3470 0.4164
    If attacker has proselytism just consider him one row higher.
    The digits in these tables have been rounded so that they all coincide (as it
must be mathematically) as this way computations are much simpler.
COMMENTS:
The NO LUCK SYSTEM is designed so to remove all randomity from the game and turning it
to a CHESS-DIPLOMACY-CIVILIZATION game. Of course this can be done in many different ways.
However, trying to keep the game as close as possible to original game, the battle system 
seems most apropiate to me, and others can be discussed. For example, what I have most doubts
is about the initial bid. There are many systems to deal with it, double bid, single bid, 
take card in normal order of bid and capitals in opposite order. One can never be sure of 
what will be best, but I am trying to enforce higher bids this way.
Of course you can claim that this game in not your beloved AGE OF RENAISSANCE. I agree
with that. It is just based on it, but sure it is funny seeing how it developes.