Using the ICRK

The ICRK is the pre-internet, pre-World-Wide-Web, solution to generating values for die rolls in a way that both players can trust and validate. It still works, and is still avaliable to members.

The below listed use of the ICRK is ONE way of using it and is shown here as an example for those unfamiliar with the process. You may want to agree to a different, more relaxed way of using the ICRKs with your opponent but do so BEFORE you start play. REMEMBER THIS IS FOR FUN!!!

For each match assigned, a player receives an International Combat Resolution Key (ICRK) which contains 400 random die rolls, each from I through 6 (NOTE: Special 0-9 and 2-12 ICRKs are also available). The numbers are arranged by columns lettered from A, and by rows numbered I through 10. When you make out your combat listing, specify one column and row (for example, “B3”) for each attack, weather die roll, etc. Your opponent will resolve your combats by locating the ICRK you specified on his ICRK sheet.

During the game, it is helpful to keep track of which ICRKs have been used by your opponent by circling them; keep track of which ICRKs you have used by putting a check mark next to them.

RULES FOR THE ICRK SHEET
ATTACKING PLAYER : Assign ICRK selections to each function (battle, weather, supply, retreat, etc.) by specifying the letter/number codes (“CI”, “B4”, etc.). In general, start with ANY letter (column). If you ended your previous turn with F-5, you are NOT obligated to start your next turn with F-6. You could start with column X or H. This may result in two or more partially used columns at the end of your turn. Regardless of which column you start with, you must start with the FIRST unused number/row in that column. Assign the first unused number/row to the first battle or die roll, and continue SEQUENTIALLY down the column (this applies to the current mailing only, as above); use a second column when the first is exhausted. If a column is exhausted before the turn is completed, select any column. Columns may be selected randomly (i.e. not in alphabetical order). However, you must start with the first unused row in this new column.

DEFENDING PLAYER: After resolving his opponent’s die rolls and making his own move, the defender returns the ICRK column(s) used by his opponent; partially-used columns are sent to the opponent (unless specified otherwise. See 8 below). Tape or staple the ICRK column(s) to your letter, OOB sheet, or a separate sheet of paper to prevent loss. Cut apart your original ICRK page to send the individual columns to your opponent: Do NOT use a photocopy for the verification copy.

BOTH PLAYERS: Only use an ICRK for the specific SET and OPPONENT to which it is assigned!
(IMPORTANT!).
All 400 ICRK numbers may be used, but each number may only be used ONCE. Request a new ICRK when one is almost used up. Discard unused columns at the end of the set.

Use only one ICRK column (letter) per turn unless that column is exhausted and more numbers are required; do NOT jump back and forth between columns in the same turn. The only time you can use another column during this mailing is when the current column is exhausted.

When using the selections within a column (letter), always go in sequence from TOP to BOTTOM. In other words, use them in Al-A2-A3-A4-etc. order, and do not skip up and down the column (e.g., A2-A7-Al-A4 is NOT proper).

For games in which only a few ICRK numbers are used on each turn, clipping an entire ICRK column each time may be wasteful. If the attacking player specifically so instructs, ICRK columns must be held by the defender until they are fully used up. Because an opponent might derive some benefit by anticipating results from a single partially used column, a player may use three or four columns simultaneously. This means there may be two or more partially used columns remaining from previous turns.

EXAMPLE:
Turn 1. H-1 through H-5 used.
Turn 2. X-1 through X-0 and B-1 used. Turn 3. K-1 through K-3 used.
Turn 4. D-1 through D-0 and B-2 used.

After four turns, three columns (B, H, and K) are in use “simultaneously.” Do not leave “gaps” in the number sequences. If ‘Al’, ‘A2’, and ‘A3’ have been used in a previous turn, start this turn with ‘A4’, not ‘A5’. A player must decide and specify the use of partial columns prior to the game.

As a suggestion, you and your opponent (in setting up the match) might want to set aside a column or two to be used only in the event that one player should forget to include an ICRK selection. For example, if the attack player should list all combat but forget the weather roll. If column AA had been previously set aside by mutual agreement for “forgotten rolls” then AAI would be used from the defender’s ICRK. Otherwise, the official method for forgotten ICRKs is presented below.

ICRK ERROR CORRECTION PROCEDURE:
1. If the Attacker forgets to specify an ICRK for an attack (or weather, etc.):
A. If partial columns are being kept, the defender must use the partial column alphabetically closest to “A”, and use the unused row number closest to “1” in that column.
B. If a partial column is not available, then one uses the column alphabetically closest to “A”, starting with ‘1’ in that column.
C. If the attacker specifies the letter of the ICRK column, but not the row number, use the unused row number closest to 1, in the specified column.
D. If the attacker specifies the row number but not the column letter, use 1-A and 1-B above.
E. NOTE: In all correction procedures, the ICRKs are selected in sequence. For example, if there are multiple die rolls required in a turn and the attacker has not given any ICRK selection. Use 1-A and 1-B above to select the ICRK for the first dice roll. Then, use the next sequential ICRK in the column for the next die roll, etc. When the first column is exhausted, again use 1-A and 1-B above, to determine the next ICRK selection.

2. If a player selects ICRKs that have already been used (e.g. select D-3 while D-1 through D-4 are already used), do NOT change the allocation of the valid ICRKs to the battles and required die rolls. Use the correction procedures to select the ICRKs to replace the invalid ones. Continuing the example, D-3 through D-9 is selected. Since D-3 and D-4 have already been used, D-0 replaces D-3 and the first unused row in the column alphabetically closest to column A replaces D-4.

3. If the attacker has listed some ICRKs for a turn’s die rolls, but one die roll has been forgotten, use the next selection sequentially in the column he or she last used. If that last-specified column has been exhausted, use the Error Correction Procedure above.

4. NOTE that, per Section 4 (PBM Errors), the battle listing takes precedence over the OOB form; thus there should not be an occasion in which a battle must be added to the list because of the OOB position of units. However, if the attacker explains, for example, an overrun attack and/or automatic victory in a letter, separate from the other attack listings, and then forgets to list it with the other attacks, the defender adds the attack to the end of the combat list. Then assigns an ICRK per 3 above. If several such die roll requirements are omitted, use this procedure:

A. If the omitted die roll selections are from different game turn phases (e.g., weather, supply, combat, reinforcements, etc) and at least are specified to be accomplished in a certain sequence by the rules. Then list the actions in sequence, but only after all combats and other activities that the attacker DID NOT remember to list. by using the ICRK selection method in 3 above.
B. Where the forgotten selections concern actions taken in the same phase (e.g., several supply rolls), sequence the actions by hex number on the map sheet (A1 before A2, which is before B1). If hex numbers are not applicable, execute by unit designation as printed on the counters. Refer to 5., below.

5. The basic purpose of the error correction procedures is to provide a strict sequencing instruction so that there is no question or doubt that the defending (receiving) player unfairly manipulated the sequence to his advantage. If there is doubt about how to apply these rules, or if the rules do not cover the situation, the defender MUST return the entire mailing to the attacker, without any die roll resolution, to be completely redone.

INSTRUCTIONS FOR THE USE OF THE WRITTEN ICRK SHEET

The below listed use of the ICRK is ONE way of using it and is shown here as an example for those unfamiliar with the process. You may want to agree to a different, more relaxed way of using the ICRKs with your opponent but do so BEFORE you start play. REMEMBER THIS IS FOR FUN!!!

For each match assigned, a player receives an International Combat Resolution Key (ICRK, pronounced “irk”) which contains 400 random die rolls, each from I through 6 (NOTE: Special 0-9 and 2-12 ICRKs are also available). The numbers are arranged by columns lettered from A, and by rows numbered I through 10. When you make out your combat listing, specify one column and row (for example, “B3”) for each attack, weather die roll, etc. Your opponent will resolve your combats by locating the ICRK you specified on his ICRK sheet.

During the game, it is helpful to keep track of which ICRKs have been used by your opponent by circling them; keep track of which ICRKs you have used by putting a check mark next to them.

RULES FOR THE ICRK SHEET
ATTACKING PLAYER : Assign ICRK selections to each function (battle, weather, supply, retreat, etc.) by specifying the letter/number codes (“CI”, “B4”, etc.). In general, start with ANY letter (column). If you ended your previous turn with F-5, you are NOT obligated to start your next turn with F-6. You could start with column X or H. This may result in two or more partially used columns at the end of your turn. Regardless of which column you start with, you must start with the FIRST unused number/row in that column. Assign the first unused number/row to the first battle or die roll, and continue SEQUENTIALLY down the column (this applies to the current mailing only, as above); use a second column when the first is exhausted. If a column is exhausted before the turn is completed, select any column. Columns may be selected randomly (i.e. not in alphabetical order). However, you must start with the first unused row in this new column.

DEFENDING PLAYER: After resolving his opponent’s die rolls and making his own move, the defender returns the ICRK column(s) used by his opponent; partially-used columns are sent to the opponent (unless specified otherwise. See 8 below). Tape or staple the ICRK column(s) to your letter, OOB sheet, or a separate sheet of paper to prevent loss. Cut apart your original ICRK page to send the individual columns to your opponent: Do NOT use a photocopy for the verification copy.

BOTH PLAYERS: Only use an ICRK for the specific SET and OPPONENT to which it is assigned!
(IMPORTANT!).
All 400 ICRK numbers may be used, but each number may only be used ONCE. Request a new ICRK when one is almost used up. Discard unused columns at the end of the set.

Use only one ICRK column (letter) per turn unless that column is exhausted and more numbers are required; do NOT jump back and forth between columns in the same turn. The only time you can use another column during this mailing is when the current column is exhausted.

When using the selections within a column (letter), always go in sequence from TOP to BOTTOM. In other words, use them in Al-A2-A3-A4-etc. order, and do not skip up and down the column (e.g., A2-A7-Al-A4 is NOT proper).

For games in which only a few ICRK numbers are used on each turn, clipping an entire ICRK column each time may be wasteful. If the attacking player specifically so instructs, ICRK columns must be held by the defender until they are fully used up. Because an opponent might derive some benefit by anticipating results from a single partially used column, a player may use three or four columns simultaneously. This means there may be two or more partially used columns remaining from previous turns.

EXAMPLE:
Turn 1. H-1 through H-5 used.
Turn 2. X-1 through X-0 and B-1 used. Turn 3. K-1 through K-3 used.
Turn 4. D-1 through D-0 and B-2 used.

After four turns, three columns (B, H, and K) are in use “simultaneously.” Do not leave “gaps” in the number sequences. If ‘Al’, ‘A2’, and ‘A3’ have been used in a previous turn, start this turn with ‘A4’, not ‘A5’. A player must decide and specify the use of partial columns prior to the game.

As a suggestion, you and your opponent (in setting up the match) might want to set aside a column or two to be used only in the event that one player should forget to include an ICRK selection. For example, if the attack player should list all combat but forget the weather roll. If column AA had been previously set aside by mutual agreement for “forgotten rolls” then AAI would be used from the defender’s ICRK. Otherwise, the official method for forgotten ICRKs is presented below.

ICRK ERROR CORRECTION PROCEDURE:
1. If the Attacker forgets to specify an ICRK for an attack (or weather, etc.):
A. If partial columns are being kept, the defender must use the partial column alphabetically closest to “A”, and use the unused row number closest to “1” in that column.
B. If a partial column is not available, then one uses the column alphabetically closest to “A”, starting with ‘1’ in that column.
C. If the attacker specifies the letter of the ICRK column, but not the row number, use the unused row number closest to 1, in the specified column.
D. If the attacker specifies the row number but not the column letter, use 1-A and 1-B above.
E. NOTE: In all correction procedures, the ICRKs are selected in sequence. For example, if there are multiple die rolls required in a turn and the attacker has not given any ICRK selection. Use 1-A and 1-B above to select the ICRK for the first dice roll. Then, use the next sequential ICRK in the column for the next die roll, etc. When the first column is exhausted, again use 1-A and 1-B above, to determine the next ICRK selection.

2. If a player selects ICRKs that have already been used (e.g. select D-3 while D-1 through D-4 are already used), do NOT change the allocation of the valid ICRKs to the battles and required die rolls. Use the correction procedures to select the ICRKs to replace the invalid ones. Continuing the example, D-3 through D-9 is selected. Since D-3 and D-4 have already been used, D-0 replaces D-3 and the first unused row in the column alphabetically closest to column A replaces D-4.

3. If the attacker has listed some ICRKs for a turn’s die rolls, but one die roll has been forgotten, use the next selection sequentially in the column he or she last used. If that last-specified column has been exhausted, use the Error Correction Procedure above.

4. NOTE that, per Section 4 (PBM Errors), the battle listing takes precedence over the OOB form; thus there should not be an occasion in which a battle must be added to the list because of the OOB position of units. However, if the attacker explains, for example, an overrun attack and/or automatic victory in a letter, separate from the other attack listings, and then forgets to list it with the other attacks, the defender adds the attack to the end of the combat list. Then assigns an ICRK per 3 above. If several such die roll requirements are omitted, use this procedure:

A. If the omitted die roll selections are from different game turn phases (e.g., weather, supply, combat, reinforcements, etc) and at least are specified to be accomplished in a certain sequence by the rules. Then list the actions in sequence, but only after all combats and other activities that the attacker DID NOT remember to list. by using the ICRK selection method in 3 above.
B. Where the forgotten selections concern actions taken in the same phase (e.g., several supply rolls), sequence the actions by hex number on the map sheet (A1 before A2, which is before B1). If hex numbers are not applicable, execute by unit designation as printed on the counters. Refer to 5., below.

5. The basic purpose of the error correction procedures is to provide a strict sequencing instruction so that there is no question or doubt that the defending (receiving) player unfairly manipulated the sequence to his advantage. If there is doubt about how to apply these rules, or if the rules do not cover the situation, the defender MUST return the entire mailing to the attacker, without any die roll resolution, to be completely redone.