Rules of Play
Last updated February 23, 2004
Covert Operations is a Play by EMail game. Each player represents the head of
an extremely wealthy family, international corporation, political movement,
or secret society. The object of the game is to take control of the world
through bribery, assassination, terrorism, military action, and revolution.
The playing area for this game is a
map of the world.
Each named space on the map will hereafter be referred to as a 'country'. Any
two countries that share a common border are considered to be adjacent to
each other. Note that the islands (Australia, Britain, Japan, and Micronesia)
are not 'adjacent' to anything and cannot be invaded.
Each country has a name and an abbreviation. The abbreviations are used when
you write your orders and will hereafter be referred to as 'country codes'.
Each country can also have an influence level for each player, industry,
troops, and a security level.
Each player has an influence level in each country which starts at zero at
the beginning of the game. Players can increase their influence levels by
bribery. The player with the highest influence level in a country can give
orders to that country. A player's influence level in a country can be
reduced by terrorism and is wiped out if the country's leader is
assassinated, a successful revolution occurs, or the country is conquered
by one of its neighbors. A player's influence level is also reduced when
the country's troops ordered to enter an adjacent country.
The security level of a country defends it against revolution, terrorism,
and assassination. It also protects the country against enemy spies.
Security is raised by spending money on it and is reduced by terrorism.
Each industry in a country produces $1 million per day for the
player with the highest influence level in that country. One industry
can be built in a country for $4 million and sold for $3 million.
Industry can be destroyed by terrorism. Income received from industry
can be temporarily reduced by terrorism. A country's industry produces
no income on a day in which it's conquered by invading troops.
Troops are a country's military forces. Troops in a country are increased
by smuggling arms into the country and are reduced by combat losses. Troops
can be used to defend their own country, defend adjacent countries, and
invade adjacent countries.
When signing up for a game, you should choose a name for your position in
the game. The name can be up to 40 characters long. Since this is a game of
world domination, names of large, greedy organizations and conspiracies from
history or fiction are appropriate, but any name that is not obscene or
offensive can be used.
Each player has a cash income, cash stockpile, a number of available orders,
and one superspy.
The cash income is a flat amount of cash that each player receives each
day. This is a fixed amount and is received in addition to the cash
received from industry in countries. It represents normal profits earned
by the player's organization in its day to day business. It is a fixed
income and cannot be change nor affected by other players.
The cash stockpile is the amount of cash that a player has available to
spend. Unspent cash remains in the stockpile until used. It cannot be seen,
stolen, or destroyed by other players.
Each player has one superspy. The superspy is a player's top secret agent.
The superspy can be sent to any country in the game and tells the player
everything that is there, including the influence levels of all players whose
influence level is greater than zero, all players' spies and their values,
industry, troops, combat reports, security level, and other players'
superspies. A superspy can never be caught or killed and can be transferred
to a different country every turn if desired.
The available orders represent the number of secret couriers and trusted
agents that are available to deliver your orders and cash to their
destinations. Since most of the orders are illegal in most countries, they
cannot be sent over insecure channels. Each player starts with ten orders and
gets seven more orders per day. Unused orders can be saved for future use,
but a player cannot give more than ten orders per day. Orders given in excess
of ten will be saved and used on future days. Meaningless orders don't count
against these limits. Orders that make sense to the computer but fail due to
a lack of cash, troops, industry, or influence do count against the ten
orders per day limit but don't use up any of your seven new orders for that
day. That is, you can't give an eleventh order for the day if one fails but
the failed order can be reused on some future day.
As mentioned above, you can send more orders per day that you're allowed to
have processed. The excess will be saved and used the next day. You might
want to do this if you're going to be away from your computer for a day or
two and want to give your orders for those days in advance. However, it is
probably not a good idea to play too many days ahead. The game situation
might change and your orders could become inappropriate. Also, the computer
won't accept more than one hundred new orders per position per day.
We recommend that you use our
to submit your orders.
If you are unable to use the form then you can email your orders to
The program that processes the turn checks ONLY this mail box. If you send
your turns to any of our other EMail addresses your orders might not get
processed. Do not send anything else to firstname.lastname@example.org. Mail sent to
this address will be read ONLY by the Covert Operations program, and it
recognizes only Covert Operations turn headers and orders. If you want to
send us anything else, such as a request for a new game, an order for
merchandise, or a postal address change; send it to
You give orders to your position in the game by sending an EMail message to
us listing what you want to do. Each order MUST be on a line by itself.
Don't forget to press Enter or Return at the end of each order.
IMPORTANT: To process your orders, the program MUST know which
game they're for and who you are. You must give it the game number, your
Flying Buffalo account number, and your access code. We don't want other
players submitting orders for your position, so an access code is required.
Do not tell anyone else what your access code is. Before putting any
orders in your game turn, put in the following three pieces of information:
Example: If you're sending orders for game CO-175, your account number is
20408, and your access code is ALPHA789 then the first three lines of your
turn would be:
- The game number, including the 'CO-' at the beginning of it. This tells
the computer which game your orders are for. Examples:
The game number MUST be on a line by itself.
- Your Flying Buffalo account number. This tells the computer who you are.
Each player who plays any of our games has one account number. If you're in
more than one game you'll have the same account number in each game.
Your account number MUST be on a line by itself and cannot contain commas.
- Your access code. This proves to the computer that the orders are really
from you. You'll get a new access code for each game you're in. Access codes
can be changed if you wish. An access code can be up to ten characters long
and can contain only letters and numbers. Examples:
Your access code MUST be on a line by itself.
Changing your personal information
There are five orders that you can give that enable you to change the EMail
address to which your turn results are sent, change your access code, discard
any unprocessed orders that you have on file, stop processing orders (saving
the rest, if any, for the next day), and drop out of a game. None of these
five orders counts against the seven orders that you receive each day nor the
ten that can be processed each day.
- To change your EMail address, write the word EMAIL, then a comma, and
then the new EMail address. Example:
would change your email address to email@example.com effective
Note: This order changes your EMail address only for the game in which
it is given. If you're in more than one game and want all of your Covert
Operations turns sent to the new address then you have to give the order in
each game. If you want other EMail and turns from other types of games sent
to the new address then please let us know by sending a message to
- To change your access code, write the word CODE, then a comma, and
then the new access code. Example:
would change your access code to UFO666 effective next turn. You must still
use your current access code for the set of orders in which you give the CODE
order. The new access code cannot be more than ten characters long. If you
send an access code with more than ten characters it will be truncated. The
new access code must be at least 3 characters long and cannot be EMAIL, CODE,
RESIGN, STOP, or DISCARD. If you send an illegal access code then your access
code will not be changed.
- If you're giving orders that you don't want to be processed until the
following day, give the order STOP on a line by itself at the end of the
current day's orders. All orders given after a STOP order will be saved and
processed on the following day. For example, if you're going out of town and
want the orders A,CHN,3 and C,CHN,SEA,3 to be executed on each of the next
three days, you could order:
Each STOP order instructs the computer to save everything after it until the
next day. The EMAIL, CODE, DISCARD, and RESIGN orders are not affected by the
- To discard all of the unprocessed orders that you currently have on file,
give the order DISCARD on a line by itself. All of the orders listed in the
unprocessed orders section of your most recent turn result will be discarded.
It will also discard any orders that you sent on the same day if those orders
arrived before the DISCARD order arrived. This includes orders received in
the same message if you list them before the DISCARD order. Example:
would cause all unprocessed orders that we've received from you on this turn
or past turns to be discarded. The EMAIL, CODE, and RESIGN orders are not
affected by the DISCARD order.
The main use of the DISCARD order is to allow you to send a set of orders and
then change your mind, as long as you don't wait too long. It also allows you
to send a backup copy of your orders. Both the original and backup copies of
your turn should contain the DISCARD order before any of the regular orders.
The copy that arrives second will then discard the first and prevent both
copies from being executed. If only one copy arrives then the DISCARD order
will have no effect since there would be no previous orders to discard.
IMPORTANT: The only way to delete an order that you've already sent
is by using the DISCARD order to delete all of your unprocessed orders.
Please don't call us to ask us to add, change, or delete one order in a turn
you've already sent. We don't do that in this game.
- To drop out of the game, give the order RESIGN on a line by itself.
will cause you to be dropped from the game.
If you've resigned from a game and change your mind, you can be reentered
provided that the game has not yet ended. There is no game order that you
can write to get you back in. You'll have to call us and talk to someone to
get back in. If you call, please have your game number, Flying Buffalo
account number, and game access code ready. We might also ask you for your
credit card number as further verification of your identity.
This is a complete list of the orders that you can give to your position in
the game. If you want to do something that is not listed here then it cannot
Each order starts with a single letter followed by one or two country codes
and possibly a number, all separated by commas. The number part of an order
must be an integer (whole number). Do not put commas in your numbers. Since
commas separate parts of orders, a comma in a number would make the number
look like two parts of the order.
VERY IMPORTANT: The game number, account number, access code, and
order lines MUST be in the text of your message. The Covert Operations
program does not read the subject line of a message and does not read
- Arms smuggling. Write an A, followed by the country code of the
country you want the arms smuggled into, followed by the number of units of
arms to smuggle (from 1 to 5); all separated by commas. The cash cost of
smuggling arms is:
1 unit, $1 million
2 units, $3 million
3 units, $6 million
4 units, $10 million
5 units, $15 million
Each unit of arms smuggled into a country creates one unit of troops there.
The country must be under your influence. This order can't be used on the
same country more than once per day. Example:
means you want to smuggle 4 units of arms into Mexico for a cost of $10
- Bribery. Write a B, followed by the country code of the country
whose leader you want to bribe, followed by the amount of money you want
to bribe with; all separated by commas. Each $1 million spent increases your
influence level in the country by 1 point. Example:
means you want to bribe with leader of Australia with $15 million.
- Conquer. Write a C, followed by the country code of the country
the troops are coming from, followed by the country code of the country the
troops are invading, followed by the number of troop units to invade; all
separated by commas. The two countries must be adjacent to each other on
the map. If the invading country has troops defending the target country
then it can't send troops to conquer the target country. The invading
country can withdraw its defending troops from the target country and
invade it on the same day. The invading country must be under your
influence. For each unit of troops the invading country sends, your
influence level in the invading country drops by one point. The number of
troops that you send cannot be greater than your influence level. Example:
means you want Brazil to send 11 troop units to try to conquer Argentina.
- Defend. Write a D, followed by the country code of the country
the troops are coming from, followed by the country code of the country the
troops are to defend, followed by the number to troops to be sent; all
separated by commas. The two countries must be adjacent to each other on
the map. If the defending country has conquering troops in the target
country then it can't send troops to defend it. The defending country can
withdraw its conquering troops from the target country and send defending
troops on the same day. The country sending the defending troops must be
under you influence. For each unit of troops the defending country sends,
your influence level in the defending country drops by one point. The number
of troops that you send cannot be greater than your influence level.
means you want Germany to send 5 units of troops to help defend France.
- Guard. The guard order represents buying security equipment and
hiring guards to protect the government of a country and to keep out spies.
The country must be under your influence. Write a G, followed by the country
code of the country you want to guard, followed by the amount of money you
want to spend. Each $1 million spent increases the country's security level
by one. Example:
means you want to increase Britain's security level by 10 by spending $10
- Invest. The invest order creates one new industry in the target
country at a cost of $4 million. The country must be under your influence.
Write an I, followed by the country code of the country in which you want
to invest, separated by a comma. This order can't be used on the same country
more than once per day. Example
means you want to spend $4 million creating a new industry in Japan.
- Kill leader. The kill order hires an assassin to attempt to kill
the leader of the target country. Write a K, followed by the country code
of the country whose leader you want killed, followed by the amount of cash
you want to pay the assassin; all separated by commas. Example:
means you want to pay an assassin $17 million to kill the leader of
Micronesia. If more than one player attempts an assassination in the same
country on the same day each is resolved separately. They are not added
- Liquidate assets. This order sells one industry from the target
country and adds $3 million to your cash stockpile. The country must be
under your influence. Write an L, followed by the country code of the country
from which the industry is to be sold, separated by a comma. This order can't
be used on the same country more than once per day. Example:
means you want to sell one industry from Venezuela for $3 million.
- Message. The message order sends your name and EMail address to
another player so the recipient can contact you by EMail. The message is
addressed to a country. The player with the highest influence level in that
country at the beginning of the day gets the message. Write an M followed
by the country code of the country you want to send the message to separated
by a comma. Example:
sends your name and EMail address to the player who has the highest influence
level in Scandinavia.
Note: Since no one has any influence in any countries at the beginning of
the game you should not use this order on the first turn.
- Revolution. Use this order to finance a revolution in the target
country. Write an R, followed by the country code of the country in which
you want to finance the revolution, followed by the amount of cash you want
to spend on the revolution; all separated by commas. Example:
means you want to spend $40 million to finance a revolution in Central
Russia. If more than one player finances a revolution in the same country on
the same day, the revolutionary forces work against each other. Only the best
paid attempt can succeed and the strength of the second highest attempt is
subtracted from it.
- Send spy. Write an S, followed by the country code of the country
you want to infiltrate the spy into, followed by the amount of cash you want
to spend to keep the spy hidden; all separated by commas. If you already have
a spy in the target country then five times the amount of cash you spend is
added to the current spy's value. Example:
means you want to pay $18 million to plant a spy in Canada.
- Terrorism. Write a T, followed by the country code of the country
in which you want to make terrorist attacks, followed by the amount of cash
you want to spend; all separated by commas. Example:
means you want to spend $5 million to finance terrorist attacks in West
Africa. If more than one player makes terrorist attacks in the same country
on the same day the cash spent by all of the players is added together.
- Withdraw Troops. This order allows a country to withdraw its
invading or defending troops from an adjacent country. The country that owns
the troops must be under your influence. Write a W, followed by the country
code of the country that owns the troops, followed by the country code of the
country that the troops are being withdrawn from, followed by the number of
troop units to withdraw; all separated by commas. Example:
would cause 15 units of Balkans troops that are currently in Mid East to be
withdrawn back to the Balkans.
- Transfer SuperSpy. This order moves your superspy to the country
you want it to spy on. Write an X, followed by the country code of the
country that you want to superspy transferred to, separated by a comma.
would transfer your superspy to Ukraine.
Sequence of Events
Note: The values of the bonuses for having spies, superspy, troops, more
troops than defender, and adjacent countries in some of the above orders are
not public information. Please don't ask us such questions as "How much does
it help to have a spy in a country where I'm assassinating the leader?" Also,
these bonuses might change from game to game, so something that worked in one
game might not work in another. The difficulty in accomplishing terrorism,
assassination, and revolution is also not public information; however,
assassination is more difficult than terrorism and revolution is more
difficult than assassination.
- Transfer superspies. Superspies that were ordered transferred are
moved to their new countries.
- Liquidate assets. Each liquidate assets order reduces the
industry in the target country by 1 and adds $3 million to the ordering
player's cash stockpile. The cash can be spent on other orders on the same
- Arms smuggling. Smuggling arms into a country creates new troops
for that country. 1 unit costs $1 million, 2 units costs $3 million, 3 units
costs $6 million, 4 units costs $10 million, and 5 units costs $15 million.
The new troops can be used on the day they're created.
- Guard orders. A guard order increases the security of the country
for which it's ordered, 1 level for each $1 million spent. The new security
level takes effect on the day the guard order is given.
- Send spies. Each $1 million spent on spying increases by five the
value of your spy in the target country. It takes effect on the day the order
- Invest. Giving an invest order builds one industry in the target
country at a cost of $4 million.
- Withdraw troops. Troops that are in foreign countries that are
ordered to withdraw return to their homelands. They can be sent out again
to defend or conquer on the same day.
- Defend. Troops ordered to defend adjacent countries are sent to
- Conquer. Troops ordered to conquer adjacent countries are sent
to their destinations.
- Kill leaders. Assassination attempts are carried out. The security
level in the target country protects the leader. Spending more cash helps to
overcome the security. It also helps to have a spy in the target country. It
helps even more if you have your superspy in the country. It also helps to
have troops from a country under your influence in the country and helps even
more if you have more troops than the defenders. It also helps to have
countries adjacent to the target country under your influence. If the leader
of a country is assassinated then all influence levels are reduced to zero as
a new leader takes over.
- Terrorist attacks. Terrorists attempt to disrupt commerce, reduce
the security, and reduce the leading player's influence in the target country.
Spending more cash increases the effects of terrorist attacks. The security
level of the target reduces the effects of terrorism. It helps to have spy in
the target country. It helps even more if your superspy is in the country.
It also helps to have troops from a country under your influence in the
target country and helps even more if you have more troops than the
defenders. It also helps to have countries adjacent to the target country
under your influence. A successful terrorist attack can reduce the income
received from industry in the current day and can possibly destroy an
industry. The country's security and leading players influence are reduced
by terrorism even if the terrorist are caught.
- Revolutions. Attempts to overthrow governments are made. Spending
more cash helps the revolutionaries to take control of the country. The
security level of the target country protects the current government.
It helps to have a spy in the target country. It helps even more if your
superspy is in the country. It also helps to have troops from a country under
your influence in the country and helps even more if you have more troops
than the defenders. It also helps to have countries adjacent to the target
country under your influence. If the revolution is successful then all
influence levels are reduced to zero and the player who financed the
revolution gets an influence level equal to the amount spent on the
- Combat resolution. Conquering troops fight defending troops.
Foreign troops defending a country are added to the country's home troops
and fight as one combined force. Conquering troops from each invading
country fight as separate forces. The largest force losses one troop unit
in combat. Each force that is outnumbered by the largest force by less than
50% also losses one unit. Forces outnumbered by at least 50% but less than
100% lose two units each. Forces outnumbered by at least 100% lose three
units each. If all of the defending troops are wiped out then the largest
remaining force conquers the country. If two or more invaders are tied for
most troops then none of them conquers the country. If the country is
conquered, all of the influence levels are reduced to zero and the player
with the greatest influence in the conquering country get an influence level
of ten. The conquering troops become the home troops of the conquered
country. The industry in the conquered country does not produce income on
the day that the country is conquered.
- Bribes. For each $1 million spent on bribery in a country the
spending player's influence level goes up one point. If a country has had
a change of government due to assassination, revolution, or being conquered
then all bribe orders for it on the same day are canceled. If a bribe order
is canceled then the cash is not spent and the order can be reused on some
- Spies caught. Each spy in each country has its value reduced by
one point. When a spy's value is reduced to or less than the country's
security level the spy is caught and eliminated.
- Income. Players now receive their incomes. The players' fixed
incomes and incomes from industries in countries under their influence
are added to their cash stockpiles.
Winning the Game
A game ends when one player has the highest influence level in more than
half of the countries on the map for two consecutive turns or when there
is only one player left in the game. If there is only one player left in
the game then that player is the winner. When a player has the highest
influence in more than half the countries everyone will be told who it is.
They'll then have one turn in which to break up the winning position.
Each day, each player will be sent a turn results by EMail. You'll get a
turn result even if you sent no orders for that day. The turn result shows
the current status of your position and whatever information about other
players' positions that you're entitled to know. Each turn result contains
the following sections:
Click here for a sample turn result.
- Personal information. This section contains the game number, turn
number, your name, game name, Flying Buffalo account number, access code,
fixed income, current cash on hand, and number of orders available. The game
number, account number, and access code listed in this section are the ones
that MUST be included in your next set of orders.
- Player in position to win. If a player has the highest influence
in more than half the countries everyone will be notified here.
- News headlines. This section lists public information about what
happened in the game today. It includes revolutions, assassination attempts,
terrorist activity, troop movements, troop combat, spies caught, and industry
built or liquidated. It does not include the numbers of troops nor amounts of
- Countries under your influence. This section lists all of the
countries that are currently under your influence and what they contain. It
includes industry, security level, your influence level, your spy value if
you have a spy, income received today, and a list of all troops present and
their missions (conquering or defending). If a country was under someone
else's influence last turn then you're told the position name of that player.
- Countries you lost this turn. This section lists all of the
countries that were under your influence last turn but are not under your
influence now, so you can see at a glance which countries you just lost.
- Countries not under your influence. This section lists the
countries in which you don't have the highest influence level. It reports the
number of industry in each country and your current influence level, if any.
On turn 1 this section also lists the number of troop units that each country
starts the game with. After turn 1 the number of troop units each country has
is not public information.
- Military reports. This section contains exact details of military
activity in countries under your influence, countries that were under your
influence last turn, and countries containing foreign troops from countries
under your influence, and countries in which you have spies. It includes
numbers of troops from each country involved and their losses.
- Spy reports. This section tells you what your spies' values are
and what they see, in addition to the above military reports. Each spy always
reports the number of industry in the country. If the value of the spy is at
least twice the country's security level then the spy also tells you what the
security level is. If the spy's value is at least three times the country's
security level then the spy also tells you which player has the highest
influence in the country and who had the highest influence at the beginning
of the day, if different. If the spy's value is at least four times the
country's security level then the spy also tells you what the highest
player's influence level is. A spy might also see other spies in the country.
If your spy's value is at least four times the value of another spy then
you'll be told that the spy exists. If your spy's value is at least five times
as great then you'll be told the value of the other spy. If your spy's value
is at least six times as great then you'll also be told who owns the other
spy. The report from your superspy will also appear in this section and will
automatically see everything in the country.
- Contact messages from other players. This is a list of the names
and EMail addresses of the players who sent contact messages to countries
that were under your influence at the beginning of today's turn.
- Your orders this turn. This is a list of the orders received from
you that were used for today's turn.
- Orders on file. If you gave more orders than could be processed
the excess are saved for the following day. Those orders are listed here in
the order that they were received.
- End of game report. If the game is over then you'll be given a
list of the players in the game and the number of countries under the
influence of each. You'll also get a complete list of countries in the game
and who has the highest influence level in each.
Signing Up For a Game
To sign up for a game of Covert Operations, we need to know your name and
Flying Buffalo account number. If you don't have an account with us then
we'll need your postal mailing address, EMail address, and method of payment.
We also need your choice of name for your position in the game. Please send
second and third choices of name in case more then one player sends the same
choice. We also need to know the EMail address to which you want your turns
sent. If you omit this we'll use the address we have on file for you. If we
don't have an EMail address on file for you then we'll use the address your
signup request came from. (If you sign up using our online order form then
you MUST include your EMail address).
It costs $5.00 to join a new game and 50 cents per day while you play it. We
accept VISA, MasterCard, Discover, and American Express. If you don't have a
credit card you can send us checks or money orders to pay for a few turns in
advance. If you pay by check or money order we'd prefer that you send at
least $10.00 at a time. Our postal mailing address is:
Flying Buffalo, Inc
PO Box 1467
Scottsdale, AZ 85252-1467
To sign up using a credit card you can use the
secure order form
on our website, FAX us at 480-994-1170, or call 480-945-6917 to talk to a
Summary of orders
In the following list, ccc and kkk are country codes and nnn is a number.
- Arms smuggling, smuggle nnn units of arms into ccc which creates nnn new units of troops.
- Bribe the leader of ccc with nnn million dollars.
- Conquer, send nnn troops from ccc to conquer kkk.
- Defend, send nnn troops from ccc to defend kkk.
- Guard, spend nnn million dollars to increase the security of ccc.
- Invest, build one new industry in ccc for $4 million.
- Kill leader, spend nnn million dollars to assassinate the leader of ccc.
- Liquidate assets, sell one industry in ccc for $3 million.
- Message, sends your real name and email address to the player who had
the highest influence level in ccc at the beginning of the turn.
- Revolution, spend nnn million dollars to cause a revolution in ccc.
- Spy, spend nnn million dollars to create or reinforce a spy in ccc.
- Terrorism, spend nnn million dollars to finance terrorist attacks in ccc.
- Withdraw nnn units of ccc's troops from kkk back to ccc.
- Transfer your superspy to ccc.
- Change your email address to eee.
- Change your access code to aaa.
- Discard unprocessed orders.
- Stop processing orders, save the rest for future days.
- Drop out of the game.
- Argentina - ARG
- Australia - AUS
- Balkans - BAL
- Brazil - BRA
- Britain - BRI
- Canada - CAN
- China - CHN
- Central Africa - CAF
- Central Russia - CRU
- East Africa - EAF
- Eastern Russia - ERU
- Eastern United States - EUS
- France - FRA
- Germany - GER
- India - IND
- Japan - JPN
- Korea - KOR
- Mexico - MEX
- Micronesia - MIC
- Mid East - MID
- Mongolia - MON
- North Africa - NAF
- Peru - PER
- Scandinavia - SCN
- Southeast Asia - SEA
- Siberia - SIB
- South Africa - SAF
- Southern Europe - SOE
- Spain - SPA
- Ukraine - UKR
- Venezuela - VEN
- West Africa - WAF
- Western United States - WUS
Twice a Week Games
In case a game with daily turns is too fast for some players, we are also
offering games in which turns are run twice per week. This gives you more
time to communicate with the other players and the turn fees cost only $1.00
per week. If you want to be in a twice a week game instead of a daily game,
please say so when you sign up.